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bool Enabled get
set
Whether the Audio Reactive component is enabled or not.
int BandMin get
set
The Band Min property of an Audio Reactive component.
int BandMax get
set
The Band Max property of an Audio Reactive component.
float BPMWindow get
set
The BPM Window property of an Audio Reactive component.
float LimitIncrease get
set
The Limit Increase property of an Audio Reactive component.
float LimitDecrease get
set
The Limit Decrease property of an Audio Reactive component.
float MinValue get
set
The Min Value property of an Audio Reactive component.
float MaxValue get
set
The Max Value property of an Audio Reactive component.
int Mode get
set
The Mode property of an Audio Reactive component. Band is 0, and BMP is 1.
float Power get
Property Description
SGameObject GameObject get
Returns a reference to the GameObject of this component.
SAnimationState GetState () SAnimationState GetState (string state)
Returns the SAnimationState for the default animation clip.
void Blend (string animation, float targetWeight=1.0F, float fadeLength=0.3F)
Blends the animation named animation towards targetWeight over the next time seconds. Playback of other animations will not be affected.
void CrossFade (string animation, float fadeLength=0.3F)
Fades the animation with name animation in over a period of time seconds and fades other animations out.
If mode is PlayMode.StopSameLayer, animations in the same layer as animation will be faded out while animation is faded in. if mode is PlayMode.StopAll, all animations will be faded out while animation is faded in.
If the animation is not set to be looping it will be stopped and rewound after playing.
SAnimationState CrossFadeQueued (string animation, float fadeLength=0.3F, bool playNow=false)
Returns a duplicated SAnimationState. This duplicate will self-destruct after it is finished playing. Referencing it after it has completed will result in an error.
int GetClipCount ()
Get the number of clips currently assigned to this animation.
bool IsPlaying (string animation)
Is the animation named name playing?
bool Play () bool Play (string animation)
Plays an animation without any blending.
If no name is supplied then the default animation will be played. In cases where the animation can't be played (ie, there is no default animation or no animation with the specified name), the function will return false.
The optional playMode lets you choose how this animation will affect others already playing.
If the specified animation is already playing then other animations will be stopped but the animation will not rewind to the beginning.
When the end of the animation is reached it will automatically be stopped and rewound to the start unless the PlayMode is set to Loop.
Note that if you call Animation.Play on an object during a frame update where the object is also deactivated then the call will effectively be cancelled; the animation will not start playing when the object is later reactivated. However, if you make the call on a subsequent frame (ie, while the object is still inactive) then the animation will start playing after reactivation.
SAnimationState PlayQueued (string animation, bool playNow=false)
Returns a duplicated SAnimationState. This duplicate will self-destruct after it is finished playing. Referencing it after it has completed will result in an error.
void Rewind (string animation)
Rewinds the animation named name.
void Sample ()
Samples animations at the current state.
This is useful when you explicitly want to set up some animation state, and sample it once.
void Stop () void Stop (string animation)
Stops all playing animations that were started with this Animation.
Stopping an animation also Rewinds it to the Start.
bool Enabled get
set
Whether this component is enabled or not.
IDictionary< string, SAnimationState > States get
Returns a table of SAnimationState names and references
SGameObject GameObject get
Returns a reference to the GameObject of this component.
Property Name |
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Function Name |
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Property Name |
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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 |
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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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bool Enabled get
set
int BandMin get
set
int BandMax get
set
float BPMWindow get
set
float LimitIncrease get
set
float LimitDecrease get
set
float MinValue get
set
float MaxValue get
set
int Mode get
set
virtual float Power get
void Blend (string animation, float targetWeight=1.0F, float fadeLength=0.3F)
void CrossFade (string animation, float fadeLength=0.3F)
SAnimationState CrossFadeQueued (string animation, float fadeLength=0.3F, bool playNow=false)
int GetClipCount ()
bool IsPlaying (string animation)
SAnimationState PlayQueued (string animation, bool playNow=false)
void Rewind (string animation)
void Sample ()
bool Enabled get
set
IDictionary< string, SAnimationState > States get
bool Enabled get
set
Returns true if the Audio Reactive Animation Enabled.
SAnimator Target get
set
The target Animator which the Audio Reactive Animation is affecting.
string Parameter get
set
The Parameter value which the Audio Reactive Animation is affecting in the target Animator.
SGameObject GameObject get
Returns a reference to the GameObject of this component.
bool Enabled get
set
Returns true if the Audio Reactive Material Enabled.
SMaterial Target get
set
Property Description
SMaterial OriginalMaterial get
set
Property Description
SMaterial TargetMaterial get
set
Property Description
SGameObject GameObject get
Returns a reference to the GameObject of this component.
bool Enabled get
set
Property Description
SGameObject Target get
set
Property Description
bool Position get
set
Property Description
SVector MinPosition get
set
Property Description
SVector MaxPosition get
set
Property Description
bool Rotation get
set
Property Description
SVector MinRotation get
set
Property Description
SVector MaxRotation get
set
Property Description
bool Scale get
set
Property Description
SVector MinScale get
set
Property Description
SVector MaxScale get
set
Property Description
SGameObject GameObject get
Returns a reference to the GameObject of this component.
bool Enabled get
set
Whether the Audio Reactive Transform component is enabled or not.
SGameObject Target get
set
The target GameObject which will be affected by the Audio Reactive Transform.
bool Position get
set
Whether or not the target's position will be affected by the Audio Reactive Transform.
SVector MinPosition get
set
Returns MinPosition value of the Audio Reactive Transform.
SVector MaxPosition get
set
Returns MaxPosition value of the Audio Reactive Transform.
bool Rotation get
set
Whether or not the target's rotation will be affected by the Audio Reactive Transform.
SVector MinRotation get
set
Returns MinRotation value of the Audio Reactive Transform.
SVector MaxRotation get
set
Returns MaxRotation value of the Audio Reactive Transform.
bool Scale get
set
Whether or not the target's scale will be affected by the Audio Reactive Transform.
SVector MinScale get
set
Returns MinScale value of the Audio Reactive Transform.
SVector MaxScale get
set
Returns MaxScale value of the Audio Reactive Transform.
SGameObject GameObject get
Returns a reference to the GameObject of this component.
bool Enabled get
set
Returns true if the Audio Reactive Light Enabled.
SLight Target get
set
Returns true if the light target Enabled.
bool Range get
set
Returns true if Range Enabled.
float MinRange get
set
Returns MinRange value of the Audio Reactive Light.
float MaxRange get
set
Returns MaxRange value of the Audio Reactive Light.
bool AnimateColor get
set
Returns true if AnimateColor Enabled.
SColor MinColor get
set
Returns MinColor value of the Audio Reactive Light.
SColor MaxColor get
set
Returns MaxColor value of the Audio Reactive Light.
bool Intensity get
set
Returns true if Intensity Enabled.
float MinIntensity get
set
Returns MinIntensity value of the Audio Reactive Light.
float MaxIntensity get
set
Returns MaxIntensity value of the Audio Reactive Light.
SGameObject GameObject get
Returns a reference to the GameObject of this component.
void Rebind ()
Rebind all the animated properties and mesh data with the Animator.
void Stop ()
Stop the Animator.
void SetTime (double time)
Function Description
double GetTime ()
Function Description
double GetNormalizedTime (int layer=0)
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.
double GetLength (int layer=0)
Current duration of the state.
bool GetLoop (int layer=0)
Is the state looping.
float GetFloat (string name) float GetFloat (int id)
Returns the value of the given float parameter. name: The name of the parameter. id: The id of the parameter.
bool GetBool (string name) bool GetBool (int id)
Returns the value of the given boolean parameter. name: The name of the parameter. id: The id of the parameter.
int GetInteger (string name) int GetInteger (int id)
Returns the value of the given integer parameter. name: The name of the parameter. id: The id of the parameter.
void ResetTrigger (string name) void ResetTrigger (int id)
Resets the trigger parameter to false.
bool IsParameterControlledByCurve (string name)
bool IsParameterControlledByCurve (int id)
Returns true if a parameter is controlled by an additional curve on an animation.
string GetLayerName (int layerIndex)
Gets name of the layer.
int GetLayerIndex (string layerName)
Gets the index of the layer with specified name.
float GetLayerWeight (int layerIndex)
Gets the layer's current weight.
void SetLayerWeight (int layerIndex, float weight)
Sets the weight of the layer at the given index.
bool IsInTransition (int layerIndex)
Is the specified layer in a transition.
void CrossFadeInFixedTime (string stateName, float transitionDuration)
void CrossFadeInFixedTime (string stateName, float transitionDuration, int layer)
void CrossFadeInFixedTime (string stateName, float transitionDuration, int layer, float fixedTime)
Creates a dynamic transition between the current state and the destination state. The duration and offset in the target state are in fixed time. stateName: The name of the destination state. transitionDuration: The duration of the transition. Value is in seconds. layer: Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. fixedTime: Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen.
void CrossFade (string stateName, float transitionDuration)
void CrossFade (string stateName, float transitionDuration, int layer)
void CrossFade (string stateName, float transitionDuration, int layer, float normalizedTime)
Creates a dynamic transition between the current state and the destination state. stateName: The name of the destination state. transitionDuration: The duration of the transition. Value is in source state normalized time. layer: Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. normalizedTime: Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen.
void PlayInFixedTime (string stateName, int layer) void PlayInFixedTime (string stateName) void PlayInFixedTime (string stateName, int layer, float fixedTime)
Plays a state. The offset in the target state is in fixed time. stateName: The name of the state to play. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played.
void Play (string stateName)
void Play (string stateName, int layer)
void Play (string stateName, int layer, float normalizedTime)
Plays a state.
void StartPlayback ()
Sets the animator in playback mode.
void StopPlayback ()
Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.
void StartRecording ()
Sets the animator in recording mode. The recording will continue until the user calls StopRecording. Maximum 10,000 frames. Note it is not possible to start playback until a call to StopRecording is made
void StopRecording ()
Stops animator record mode.
void Update (float deltaTime)
Function Description
void SetTrigger (string trigger)
void SetTrigger (int id)
Sets a trigger parameter to active. A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter.
void SetFloat (string name, float value)
void SetFloat (string name, float value, float dampTime, float deltaTime)
void SetFloat (int id, float value)
void SetFloat (int id, float value, float dampTime, float deltaTime)
Send float values to the Animator to affect transitions. dampTime: The damper total time. deltaTime: The delta time to give to the damper.
void SetBool (int id, bool value) void SetBool (string name, bool value)
Sets the value of a boolean parameter.
void SetInteger (string name, int value) void SetInteger (int id, int value)
Sets the value of the given integer parameter.
int StringToHash (string name)
Generates an parameter id from a string. Ids are used for optimized setters and getters on parameters.
SAnimatorStateInfo GetCurrentAnimatorStateInfo (int Layerindex)
Returns an SAnimatorStateInfo with the information on the current state..
SResource Controller get
set
The Animator Controller resource of this Animator
SResource Avatar get
set
Gets/Sets the current Avatar.
bool ApplyRootMotion get
set
Should root motion be applied?
Root motion is the effect where an object's entire mesh moves away from its starting point but that motion is created by the animation itself rather than by changing the Transform position.
float PlaybackTime get
set
Property Description
bool Enabled get
set
Whether the Animator component is enabled or not
string[] Parameters get
The AnimatorControllerParameter list used by the animator.
SGameObject GameObject get
Returns a reference to the GameObject of this component.
void SetURL (string url)
Sets the URL for the browser frame, and navigates to it.
void Back ()
Equivalent to hitting the 'back' button within the browser.
void Forward ()
Equivalent to hitting the 'forward' button within the browser.
void Reload ()
Refreshes and reloads the current webpage.
void RegisterFunction (string name, Closure function)
Allows a JavaScript function that exists in the browser to be called by our code.
void CallFunction (string name, string argument)
Calls a JS function in the browser with a single argument. The function name must begin with the characters "sinespace_".
void OnURLChanged (Closure e)
Binds a function to be called whenever the URL of the Browser Surface changes
bool Networked get
set
Should changes to this browser be streamed to other clients within the area?.
bool Muted get
set
Whether this Browser Surface is muted or not.
bool CanGoBack get
Returns whether this Browser Surface can navigate back
bool CanGoForward get
Returns whether this Browser Surface can navigate forward
bool EnableInput get
set
Whether this Browser Surface has Input enabled or not (interactable)
float Zoom get
set
Set the Zoom of the browser surface (Pixel Scaling). Positive values zoom in, negative values zoom out.
SGameObject GameObject get
Returns a reference to the GameObject of this component.
void Play ()
Starts playing the audio clip.
void Stop ()
Stops playing the audio clip.
void Pause ()
Pauses the audio clip.
void UnPause ()
Pauses the audio clip.
void PlayOneShot (SResource clip, float volume)
Plays the audio clip just ones at a desired volume.
void PlayClipAtPoint (SResource clip, SVector position, float volume=1f)
Function Description
bool Enabled get
set
Is the Audio Source component enabled?
bool Loop get
set
Is looping of the sound clip enabled?
float DopplerLevel get
set
The Doppler level of the Audio Source. (See: Doppler Effect)
float Volume get
set
The Volume level of the Audio Source.
float Pitch get
set
The Pitch level for the Audio Source.
float Time get
set
Playback position in seconds.
int TimeSamples get
set
Playback position in PCM samples.
float Length get
Return Audio Length.
int Samples get
Return Audio Samples.
bool IsPlaying get
Is the sound clip playing right now?
float PanStereo get
set
Pans the sound to the left or right. Values range from -1 to 1: 0 is the middle, -1 is full left, 1 is full right.
float SpatialBlend get
set
The level of impact 3D effects make on the AudioSource. 0 - no impact (full 2D sound), 1 - maximum impact (full 3D sound).
bool Spatialize get
set
Is spatialization enabled?
bool SpatializePostEffects get
set
Is spatialization enabled before or after other filters are in action?
float ReverbZoneMix get
set
The level at which the audio coming from this Audio Source will be mixed into the global reverb of the scene (accomplished with Reverb Zones).
bool BypassEffects get
set
When true, none of global sound effects (reverbs, filters, etc.) are applied to the audio from this Audio Source.
bool BypassListenerEffects get
set
When true, whichever global effects are set on the Audio Listener will not be applied to the audio from this Audio Source.
bool BypassReverbZones get
set
When true, the audio from this Audio Source is not mixed into the global reverb generated through Reverb Zones.
float Spread get
set
The angle of spread of the audio channels in the 3D space (only works for stereo and multichannel audio). 0 by default - all channels are concentrated at the same speaker location, making it "mono".
int Priority get
set
The priority of this Audio Source: when there are more Audio Sources playing than channels available, Priority defines which channels will be discarded in favour of those with a higher priority. 0 is the highest priority, 255 - the lowest.
bool Mute get
set
Is the audio muted? If True, the Volume is set to 0. If False, the Volume is restored to the original level.
float MinDistance get
set
At which distance from the Audio Source the sound will begin ceasing? The sound will be heard at its maximum volume within this distance. (Spatial Blend should not be equal to 0 for this property to take effect.)
float MaxDistance get
set
At which distance from the Audio Source the sound will no longer be heard? (Spatial Blend should not be equal to 0 for this property to take effect.)
SResource AudioClip get
set
The audio clip that is or will be played by this Audio Source.
SGameObject GameObject get
Returns a reference to the GameObject of this component.
float Alpha get
set
Set the alpha of the group.
bool BlocksRaycasts get
set
Does this group block raycasting (allow collision)?
bool IgnoreParentGroups get
set
Should the group ignore parent groups?
bool Interactable get
set
Is the group interactable (are the elements beneath the group enabled)?
Returns a reference to the GameObject of this component.
void TakePhoto ()
Triggers the Photo window in the UI, with the output of this camera. Perfect for photo booths.
Captures a texture from the camera, and saves it in a SResource
bool HDR get
set
Can this camera write HDR values? (i.e. values brighter than 1.0)
int PixelWidth get
The width of this Camera's texture, in pixels
int PixelHeight get
The height of this Camera's texture in pixels
World space speed of this camera, typically used for motion blur.
bool UseOcclusionCulling get
set
Is Occlusion Culling enabled on this camera?
bool Enabled get
set
Is this camera enabled?
float FieldOfView get
set
The field of view of the camera, in typical scenarios, Sinespace uses a value of 52; however Unity will default to 60.
bool Orthographic get
set
Does this camera render without perspective?
float OrthographicSize get
set
The width of the camera when in Orthographic mode. Height will be adjusted based on aspect ratio of the Render Texture
float NearClip get
set
How close can an object be to the camera plane before it is not rendered?
float FarClip get
set
How far is an object from the camera plane before it is not rendered?
Returns a reference to the GameObject of this component.
The center of the capsule, measured in the object's local space.
int Direction get
set
The direction of the capsule.
float Height get set
The height of the capsule measured in the object's local space.
float Radius get
set
The radius of the capsule.
bool Enabled get
set
Enabled Colliders will collide with other Colliders, disabled Colliders won't.
bool IsTrigger get
set
Is the collider a trigger?
Returns a reference to the GameObject of this component.
The closest point to the bounding box of the attached collider. This can be used to calculate hit points when applying explosion damage.
The point on the collider that is closest to the specified location.
Moves the character with speed. Velocity along the y-axis is ignored. Speed is in units/s. Gravity is automatically applied.
Returns if the character is grounded.
It is recommended that you make only one call to Move or SimpleMove per frame.
Returns an int indicating the direction of a collision: None (0), Sides (1), Above (2), and Below (3). SCharacterController.Move does not use gravity.
Returns Center Vector value of the Character Controller.
bool DetectCollisions get
set
Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).
This method does not affect collisions detected during the character controller's movement but rather decides whether an incoming collider will be blocked by the controller's collider. For example, a box collider in the Scene will block the movement of the controller, but the box may still fall through the controller if detectCollisions is false. This property is useful to disable the character controller temporarily. For example, you might want to mount a character into a car and disable collision detection until it exits the car again.
bool EnableOverlapRecovery get
set
Enables or disables overlap recovery. Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected.
Overlap recovery can be used to depenetrate character controllers (CCTs) from static objects when an overlap is detected. This can happen in three main cases:
- when the CCT is directly spawned or teleported in another object
- when the CCT algorithm fails due to limited FPU accuracy
- when the "up vector" is modified, making the rotated CCT shape overlap surrounding objects
When activated, the CCT module will automatically try to resolve the penetration, and move the CCT to a safe place where it does
not overlap other objects anymore. This only concerns static objects, dynamic objects are ignored by overlap recovery.
When overlap recovery is not activated, it is possible for the CCTs to go through static objects. By default, overlap recovery is enabled.
Overlap recovery currently works with all geometries except heightfields.
float Height get
set
The height of the character's capsule.
float MinMoveDistance get
set
Gets or sets the minimum move distance of the character controller.
float Radius get
set
The radius of the character's capsule.
float SkinWidth get
set
The character's collision skin width.
float SlopeLimit get
set
The character controllers slope limit in degrees.
float StepOffset get
set
The character controllers step offset in meters.
The current relative velocity of the Character.
Returns a reference to the GameObject of this component.
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GameObject get
Function Name |
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TakeSnapshot ()
Velocity get
GameObject get
Property Name |
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Center get
set
GameObject get
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ClosestPointOnBounds ( position)
Parameter | Type | Description |
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ClosestPoint ( position)
Parameter | Type | Description |
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bool SimpleMove ( speed)
Parameter | Type | Description |
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int Move ( motion)
Supplies the movement of a with an attached SCharacterController component.
The SCharacterController.Move motion moves the in the given direction. The given direction requires absolute movement delta values. A collision constrains the Move from taking place.
Parameter | Type | Description |
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Center get
set
Velocity get
GameObject get
bool Enabled get
set
string Parameter get
set
bool Enabled get
set
SMaterial Target get
set
SMaterial OriginalMaterial get
set
SMaterial TargetMaterial get
set
bool Enabled get
set
SGameObject Target get
set
bool Position get
set
SVector MinPosition get
set
SVector MaxPosition get
set
bool Rotation get
set
SVector MinRotation get
set
SVector MaxRotation get
set
bool Scale get
set
SVector MinScale get
set
SVector MaxScale get
set
bool Enabled get
set
SGameObject Target get
set
bool Position get
set
SVector MinPosition get
set
SVector MaxPosition get
set
bool Rotation get
set
SVector MinRotation get
set
SVector MaxRotation get
set
bool Scale get
set
SVector MinScale get
set
SVector MaxScale get
set
bool Enabled get
set
SLight Target get
set
bool Range get
set
float MinRange get
set
float MaxRange get
set
bool AnimateColor get
set
SColor MinColor get
set
SColor MaxColor get
set
bool Intensity get
set
float MinIntensity get
set
float MaxIntensity get
set
void Rebind ()
void Stop ()
void SetTime (double time)
double GetTime ()
double GetNormalizedTime (int layer=0)
double GetLength (int layer=0)
bool GetLoop (int layer=0)
int GetInteger (string name)
int GetInteger (int id)
void ResetTrigger (string name)
void ResetTrigger (int id)
bool IsParameterControlledByCurve (string name)
bool IsParameterControlledByCurve (int id)
string GetLayerName (int layerIndex)
int GetLayerIndex (string layerName)
float GetLayerWeight (int layerIndex)
void SetLayerWeight (int layerIndex, float weight)
bool IsInTransition (int layerIndex)
void CrossFadeInFixedTime (string stateName, float transitionDuration, int layer)
void CrossFadeInFixedTime (string stateName, float transitionDuration)
void CrossFadeInFixedTime (string stateName, float transitionDuration, int layer, float fixedTime)
void PlayInFixedTime (string stateName, int layer)
void PlayInFixedTime (string stateName)
void PlayInFixedTime (string stateName, int layer, float fixedTime)
void StartPlayback ()
void StopPlayback ()
void StartRecording ()
void StopRecording ()
void Update (float deltaTime)
void SetTrigger (string trigger)
void SetTrigger (int id)
void SetInteger (string name, int value)
void SetInteger (int id, int value)
int StringToHash (string name)
SAnimatorStateInfo GetCurrentAnimatorStateInfo (int Layerindex)
SResource Controller get
set
SResource Avatar get
set
bool ApplyRootMotion get
set
float PlaybackTime get
set
bool Enabled get
set
string[] Parameters get
stateName
string
The name of the state to play.
layer
int
Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played.
normalizedTime
float
Start time of the current destination state. Value is in normalized time. If no explicit normalizedTime is specified or value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time.
void SetURL (string url)
void Back ()
void Forward ()
void Reload ()
void RegisterFunction (string name, Closure function)
void CallFunction (string name, string argument)
void OnURLChanged (Closure e)
bool Networked get
set
bool Muted get
set
bool CanGoBack get
bool CanGoForward get
bool EnableInput get
set
float Zoom get
set
url
string
A standard URL recognized by Chromium, such as https://www.youtube.com.
name
string
The name of the JavaScript function we want to register. The function name should start with "sinespace__".
void Play ()
void Stop ()
void Pause ()
void UnPause ()
void PlayOneShot (SResource clip, float volume)
void PlayClipAtPoint (SResource clip, SVector position, float volume=1f)
bool Enabled get
set
bool Loop get
set
float DopplerLevel get
set
float Volume get
set
float Pitch get
set
float Time get
set
int TimeSamples get
set
float Length get
int Samples get
bool IsPlaying get
float PanStereo get
set
float SpatialBlend get
set
bool Spatialize get
set
bool SpatializePostEffects get
set
float ReverbZoneMix get
set
bool BypassEffects get
set
bool BypassListenerEffects get
set
bool BypassReverbZones get
set
float Spread get
set
int Priority get
set
bool Mute get
set
float MinDistance get
set
float MaxDistance get
set
SResource AudioClip get
set
void SetLayoutHorizontal ()
Function Description
void SetLayoutVertical ()
Function Description
void RefreshLayout ()
Function Description
bool Enable get
set
Property Description
SGameObject GameObject get
Property Description
bool Enabled get
set
Enable or disable the collider.
bool IsTrigger get
set
Set Collider as a trigger.
SGameObject GameObject get
Property Description
void AddExtraAction (string name, string tooltip, Closure e)
Add a new action for the object to perform when clicked. Can be useful for providing miltuple choice of an action on click.
void ClearActions ()
Removes all actions from the clickable GameObject.
void OnClick (Closure e)
When clicked, the GameObject performs the required action.
bool Enabled get
set
Enable or disable the clickable component from a GameObject.
string Tooltip get
set
A hint that pops up when the mouse is hovering over the GameObject.
SGameObject GameObject get
Returns a reference to the GameObject of this component.
float BendingStiffness get
set
Bending stiffness of cloth.
float CollisionMassScale get
set
Increase the mass of colliding particles.
bool EnableContinuousCollision get
set
Enable continuous collision to improve collision stability.
bool Enabled get
set
Enable or disable components.
SVector ExternalAcceleration get
set
A constant external acceleration applied to the cloth.
float Friction get
set
Return the friction of the cloth when colliding with the character.
SVector RandomAcceleration get
set
A constant external acceleration applied to the cloth.
float StretchingStiffness get
set
Stretching stiffness of the cloth.
bool UseGravity get
set
Stretching stiffness of the cloth.
SGameObject GameObject get
Property Description
void StoreCustomData (string key, string value)
Function Description
string GetCustomData (string key)
Function Description
int InventoryItemID get
Return the inventory ID of furniture.
Return an SRoomFloor component of the floor this furniture is placed on.
Property Description
Property Description
void OnStateChange (Closure e)
Function Description
void Play ()
If URL is set, plays the video
void Stop ()
Stops the playback
void Pause ()
Pauses currently played video
void Resume ()
If the video is currently paused, it will resume playback
void SynchorizeUrl ()
Synchorize current video URL
void ClearRenderTexture ()
Clears the Render Texture
The state player is currently in. You can track state changes through StateChangeEvent.
string URL get
set
Current URL set for this Player.
Current AudioSource
Property Description
Texture which the player uses to display the video.
double Time get
set
Current player time. Can be set to move the 'playhead' to the specific position.
long Position get
Current Video Frame Position
string UniqueName get
Property Description
double VideoLength get
Get the length of the video
bool Loop get
set
Whether video is set to loop or not
int FrameCount get
Returns the frame count of the video
bool IsPlaying get
Returns whether the video is playing or not
Property Description
float get
set
bool get
set
bool get
set
bool get
set
void ()
SResource ()
bool get
set
int get
int get
SVector get
bool get
set
bool get
set
float get
set
bool get
set
float get
set
float get
set
float get
set
SVector get
set
int get
set
float get
set
float get
set
bool get
set
bool get
set
SVector (SVector position)
SVector (SVector position)
bool (SVector speed)
int (SVector motion)
SVector get
set
bool get
set
bool get
set
float get
set
float get
set
float get
set
float get
set
float get
set
float get
set
SVector get
Function Name |
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Property Name |
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Property Name |
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Function Name |
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Property Name |
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Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Property Name |
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Function Name |
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Property Name |
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Parameter | Type | Description |
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Parameter | Type | Description |
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GameObject get
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Floor get
MainCollider get
GameObject get
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
State get
AudioSource get
set
OutputTexture get
Texture get
GameObject get
void SetLayoutHorizontal ()
void SetLayoutVertical ()
void RefreshLayout ()
bool Enable get
set
SGameObject GameObject get
bool Enabled get
set
bool IsTrigger get
set
SGameObject GameObject get
void AddExtraAction (string name, string tooltip, Closure e)
void ClearActions ()
void OnClick (Closure e)
bool Enabled get
set
string Tooltip get
set
SGameObject GameObject get
float BendingStiffness get
set
float CollisionMassScale get
set
bool EnableContinuousCollision get
set
bool Enabled get
set
SVector ExternalAcceleration get
set
float Friction get
set
SVector RandomAcceleration get
set
float StretchingStiffness get
set
bool UseGravity get
set
SGameObject GameObject get
SUIRaycastResult Raycast ()
Perform the raycast against the list of graphics associated with the Canvas and returns first UI raycast result.
int SortOrderPriority get
Priority of the raycaster based upon render orderPriority of the raycaster based upon sort order.
int RenderOrderPriority get
Priority of the raycaster based upon render order.
SGameObject GameObject get
Property Description
bool Enabled get
set
Enable/Disable this light.
float Range get
set
Get/Set the effective range of the light source.
float SpotAngle get
set
The angle of the light's spotlight cone in degrees.
float Intensity get
set
Property Description
SVector Color get
set
Get/Set the color of the light.
int Type get
set
Get/Set the type of light this source is. 0 = Directional, 1 = Point, 2 = Spot, 3 = Area.
SGameObject GameObject get
Property Description
void SetPosition (int index, SVector position)
Set the position of a vertex in the line.
SVector GetPosition (int index)
Get the position of a vertex in the line
void SetPositions (SVector[] positions)
Set the positions of all vertices in the line.
SVector[] GetPositions ()
Get the positions of all vertices in the line.
void SetWidth (float start, float end)
Set width at start and end
void SetColors (SColor start, SColor end)
Set color at start and end (Line shader necessary)
bool Enabled get
set
Makes the renderer visible if enabled.
bool ReceiveShadows get
set
Enable this option to make the line display any shadows that are cast upon it.
bool IsVisible get
To check if this renderer is visible.
bool CastShadows get
set
Specify if and how the line casts shadows when a suitable Light shine on it.
bool MotionVectors get
set
Specifies whether this renderer has a per-object motion vector pass. If set to true, this object will have a per-object motion vector pass rendered
bool UseLightProbes get
set
The light probe interpolation type.
float StartWidth get
set
Set the width at the start of the line.
float EndWidth get
set
Set the width at the end of the line.
float WidthMultiplier get
set
Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line.
SColor StartColor get
set
Set the color at the start of the line.
SColor EndColor get
set
Set the color at the end of the line.
int PositionCount get
set
Set/get the number of vertices.
bool UseWorldSpace get
set
If enabled, the points are considered as world space coordinates. If disabled, they are local to the transform of the GameObject to which this component is attached.
bool Loop get
set
Enable this to connect the first and last positions of the line, and form a closed loop.
int NumCornerVertices get
set
Set this to a value greater than 0, to get rounded corners between each segment of the line.
int NumCapVertices get
set
Set this to a value greater than 0, to get rounded corners on each end of the line.
int TextureMode get
set
Control how the Texture is applied to the line. (0-3)
int Alignment get
set
Set the direction that the line faces. (0 or 1)
SGameObject GameObject get
Property Description
bool CarveOnlyStationary get
set
When enabled, the obstacle is carved only when it is stationary. (Only can enabled after carve was ticked).
bool Carving get
set
When the Carve checkbox gets ticked, the Nav Mesh Obstacle creates a hole in the NavMesh.
SVector Center get
set
Center of the obstacle geometry relative to the transform position.
float Height get
set
Height of the capsule. (Property of Capsule shape).
SVector Size get
set
Size of the box. (Property of Box shape).
float Radius get
set
Property Description
int Shape get
set
Property Description
float MoveThreshold get
set
Use this property to set the threshold distance for updating a moving carved hole. (Only can take effect after carve was ticked)
float TimeToStationary get
set
The time to wait until the obstacle is treated as stationary. (Only can take effect after carve was ticked).
Property Description
float GetAreaCost (int areaIndex)
Function Description
Apply relative movement to current position.
void Resume ()
Resume the NavMesh agent.
void SetAreaCost (int areaIndex, float cost)
Sets the cost for traversing over areas of the area type.
void Stop ()
To stop the NavMesh agent.
Set or update the destination.
Warp to the position you want, also you can set agent's world position and vector to make this act as Move(SVector position).
bool Enabled get
set
Enable or disable this component.
float Accelleration get
set
The maximum acceleration of an agent as it follows a path.
float AngularSpeed get
set
Maximum turning speed in while following a path.
int AreaMask get
set
Specifies which NavMesh area is passable.
bool AutoRepath get
set
Set the agent attempt to acquire a new path if the existing path becomes invalid.
bool AutoBraking get
set
Set the agent brake automatically to avoid overshooting the destination point.
bool AutoTraverseOffMeshLink get
set
Set the agent move across OffMeshLinks automatically.
int AvoidancePriority get
set
The avoidance priority level.
float BaseOffset get
set
The relative vertical displacement of the GameObject.
The desired velocity of the agent including any potential contribution from avoidance.
The desired velocity of the agent including any potential contribution from avoidance.
bool HasPath get
Does the agent currently have a path?
float Height get
set
The height of the agent for purposes of passing under obstacles, etc.
bool IsOnNavMesh get
Is the agent currently bound to the navmesh?
bool IsOnOffMeshLink get
Is the agent currently positioned on an OffMeshLink?
bool IsPathStale get
Is the current path stale?
Get or set the simulation position of the navmesh agent.
End positon of navigation.
bool PathPending get
Is a path in the process of being computed but not yet ready?
float Radius get
set
The avoidance radius for the agent.
float RemainingDistance get
The distance between the agent's position and the destination on the current path.
float Speed get
set
Maximum movement speed when following a path.
Get the current steering target along the path.
float StoppingDistance get
set
Stop within this distance from the target position.
bool UpdatePosition get
set
Get or set whether the transform position is synchronized with the simulated agent position.
bool UpdateRotation get
set
Should the agent update the transform orientation?
access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually.
Property Description
void ForceSetOwner (int newOwner, int vehicleId)
Force player of the id owned this vehicle, but only between this spawned vehicle. But it seems the new owner can’t drive on this vehicle.
void ForceActivate ()
Force player drive on this vehicle
void ForceDeactivate ()
Force player out of the vehicle.
void SuppressTimeout ()
Disable the vehicle automatic respawn
void OverrideOnClick (Closure onClick)
Add onClick method to this vehicle,onClick have to be a closure.
float VerticalInput get
set
Force vertical offset value, it would be added to vertical control and never set to zero.
float HorizontalInput get
set
Force horizontal offset value, it would be added to horizontal control and never set to zero.
float StrafeInput get
set
Force strafe offset value,it would be added to strafe control and never set to zero.
float DepthInput get
set
Force depth offset value, it would be added to depth control and never set to zero.
bool IgnoreUserInput get
set
If this option is enabled, user input would be ignored until disable this.
Get the player avatar component.
Returns the GameObject of this Vehicle component.
bool IsVisible get
Returns true if the renderer is visible on any camera. Note that the object is considered visible when it needs to be rendered in the Scene. For example, it might not actually be visible by any camera but still need to be rendered for shadows. When running in the editor, the Scene view cameras will also cause this value to be true.
bool Enabled get
set
Makes the rendered 3D object visible if enabled.
Returns the first instantiated Material assigned to the renderer.
Modifying material will change the material for this object only.
If the material is used by any other renderers, this will clone the shared material and start using it from now on.
The shared material of this object.
Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too.
It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of a renderer use material instead.
Returns all the instantiated materials of this object.
This is an array of all materials used by the renderer. Unity supports a single object using multiple materials; in this case materials contains all the materials. sharedMaterial and material properties return the first used material if there is more than one.
Modifying any material in materials will change the appearance of only that object.
Note that like all arrays returned by Unity, this returns a copy of materials array. If you want to change some materials in it, get the value, change an entry and set materials back.
The shared material of this object.
Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too.
It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of a renderer use material instead.
Property Description
Property Description
void (int typeNumber)
void (int range)
int get
set
SGameObject get
void (string key, string value)
string (string key)
int get
SRoomFloor get
SCollider get
SGameObject get
void (Closure e)
void ()
void ()
void ()
void ()
void ()
void ()
SEmbeddedVideoState get
string get
set
SAudioSource get
set
SResource get
SResource get
double get
set
long get
string get
double get
bool get
set
int get
bool get
SGameObject get
Function Name |
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Property Name |
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Parameter | Type | Description |
---|---|---|
Property Name |
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Function Name |
---|
Property Name |
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Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Property Name |
---|
GameObject get
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
void Move ( movement)
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
void SetDestination ( position)
Parameter | Type | Description |
---|
void Warp ( position)
Parameter | Type | Description |
---|
DesiredVelocity get
Destination get
set
NextPosition get
set
PathEndPosition get
SteeringTarget get
Velocity get
GameObject get
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Driver get
GameObject get
Property Name |
---|
Material get
set
SharedMaterial get
set
[] Materials get
set
[] SharedMaterials get
set
BoundsMax get
BoundsMin get
SUIRaycastResult Raycast ()
int SortOrderPriority get
int RenderOrderPriority get
SGameObject GameObject get
bool Enabled get
set
float Range get
set
float SpotAngle get
set
float Intensity get
set
SVector Color get
set
SLightType Type get
set
SGameObject GameObject get
void SetPosition (int index, SVector position)
SVector GetPosition (int index)
void SetPositions (SVector[] positions)
SVector[] GetPositions ()
void SetWidth (float start, float end)
void SetColors (SColor start, SColor end)
bool Enabled get
set
bool ReceiveShadows get
set
bool IsVisible get
bool CastShadows get
set
bool MotionVectors get
set
bool UseLightProbes get
set
float StartWidth get
set
float EndWidth get
set
float WidthMultiplier get
set
SColor StartColor get
set
SColor EndColor get
set
int PositionCount get
set
bool UseWorldSpace get
set
bool Loop get
set
int NumCornerVertices get
set
int NumCapVertices get
set
int TextureMode get
set
int Alignment get
set
SGameObject GameObject get
void Play ()
Instantiates a Playable using the provided PlayableAsset and starts playback.
void Stop ()
Stop playback of the current Playable and destroys the corresponding graph.
void Pause ()
Pause playback of the currently running playable.
void Resume ()
Resume playing a paused playable.
int State get
The current playing state of the component.
double Time get
set
The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.
double InitialTime get
set
The time at which the Playable should start when first played.
double Duration get
The duration of the Playable in seconds.
SGameObject GameObject get
Property Description
void Play (bool withChildren) void Play ()
Sets the Particle Systems into play mode and enables emitting (if it has been disabled).
If the Particle System has been paused, then this resumes playing from the previous time. If the Particle System has stopped, then the system starts from time 0, and, if it is relevant, the startDelay is applied. Parameter withChildren: Plays all child Particle Systems as well.
void Stop (bool withChildren) void Stop ()
Stops playing the Particle System. Parameter withChildren: Plays all child Particle Systems as well.
void Pause (bool withChildren) void Pause ()
Pauses the system so no new particles are emitted and the existing particles are not updated. Parameter: withChildren: Pauses all child Particle Systems as well.
void Clear (bool withChildren) void Clear ()
Remove all particles in the Particle System.
This method also removes the particles from any linked sub-emitters. Use the withChildren parameter to remove particles from child Particle Systems that are not sub-emitters of the system.
bool IsAlive (bool withChildren)
Returns True if the Particle System contains live particles or is still creating new particles. False if the Particle System has stopped emitting particles and all particles are dead. Parameter withChildren: checks all child Particle Systems as well.
void Emit (int count)
Emit 'count' particles immediately.
void Simulate (float time)
Fast-forwards the Particle System by simulating particles over 'time' seconds, then pauses it.
void SetTriggerParticles (int type, SParticle[] sp)
Write modified particles back to the Particle System, during a call to OnParticleTrigger. type - Type of trigger to return particles for. sp -- Particle array
SParticle[] GetTriggerParticles (int type)
Get the particles that met the condition in the particle trigger module. his method is typically called from MonoBehaviour.OnParticleTrigger in response to a trigger callback.
float StartDelay get
set
Start delay in seconds. Use this to delay when playback starts on the system.
bool IsPlaying get
Determines whether the Particle System is playing.
bool IsEmitting get
Determines whether the Particle System is emitting particles. A Particle System may stop emitting when its emission module has finished, it has been paused or if the system has been stopped.
bool IsStopped get
Determines whether the Particle System is stopped.
bool IsPaused get
Determines whether the Particle System is paused.
bool Loop get
set
Specifies whether the Particle System is looping. If you disable looping on a playing Particle System, it stops at the end of the current loop.
bool PlayOnAwake get
set
If set to true, the Particle System will automatically start playing on startup. Note that this setting is shared between all Particle Systems in the current particle effect.
float Time get
set
Playback position in seconds. Use this to read current playback time or to seek to a new playback time.
float Duration get
The duration of the Particle System in seconds.
float PlaybackSpeed get
set
The playback speed of the Particle System. 1 is normal playback speed.
int ParticleCount get
The current number of particles.
bool EnableEmission get
set
When set to false, the Particle System will not emit particles.
float EmissionRate get
set
The rate of particle emission.
float EmissionRateOverTime get
set
The rate at which the emitter spawns new particles over time.
float EmissionRateOverDistance get
set
The rate at which the emitter spawns new particles over distance. The emitter only spawns new particles when it moves.
float StartSpeed get
set
The initial speed of particles when the Particle System first spawns them.
float StartSize get
set
The initial size of particles when the Particle System first spawns them.
SColor StartColor get
set
The initial color of particles when the Particle System first spawns them.
float StartRotation get
set
The initial rotation of particles when emitted. When using curves, this value acts as a scale on the curve. Note that the value should be given in radians.
SVector StartRotation3D get
set
The initial 3D rotation of particles when emitted. When using curves, this value acts as a scale on the curves. Note that the values are Euler angles and should be given in radians.
float StartLifetime get
set
The total lifetime in seconds that particles will have when emitted. When using curves, this value acts as a scale on the curve. This value is set in the particle when it is created by the Particle System.
float GravityModifier get
set
A scale that this Particle System applies to gravity.
int MaxParticles get
set
The maximum number of particles to emit.
uint RandomSeed get
set
Override the random seed used for the Particle System emission.
bool UseAutoRandomSeed get
set
Controls whether the Particle System uses an automatically-generated random number to seed the random number generator. If set to true, the Particle System will generate a new random seed each time it is played. If set to false, ParticleSystem.randomSeed will be used instead, allowing for a constant seed (useful if you want your particles to play in exactly the same way each time) or user-defined random value (for example, you may want to cycle through an array of seeds).
SGameObject GameObject get
Property Description
bool Enabled get
set
Enable or disable post effect volume.
bool IsGlobal get
set
Should this volume be applied to the whole scene?
float? BlendDistance get
set
The outer distance to start blending from. A value of 0 means no blending and the volume overrides will be applied immediately upon entry.
float?? Weight get
set
The total weight of this volume in the scene. 0 means it won't do anything, 1 means full effect.
float Priority get
set
The volume priority in the stack. Higher number means higher priority. Negative values are supported.
SGameObject GameObject get
Property Description
bool Enabled get
set
Status of enable or disable room floor component
string Name get
Name of this floor
string Description get
Description of this floor.
bool IsDefaultFloor get
Is this default floor?
Get all furniture game objects
int Owner get
Return the ID of the user account that owns this room floor, if any.
Property Description
bool IsVisible get
Returns true if the renderer is visible on any camera. Note that the object is considered visible when it needs to be rendered in the Scene. For example, it might not actually be visible by any camera but still need to be rendered for shadows. When running in the editor, the Scene view cameras will also cause this value to be true.
bool Enabled get
set
Get/Set if the rendered object is visible.
Returns the first instantiated Material assigned to the renderer.
Modifying material will change the material for this object only.
If the material is used by any other renderers, this will clone the shared material and start using it from now on.
The shared material of this object.
Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too.
It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of a renderer use material instead.
Returns all the instantiated materials of this object.
This is an array of all materials used by the renderer. Unity supports a single object using multiple materials; in this case materials contains all the materials. sharedMaterial and material properties return the first used material if there is more than one.
Modifying any material in materials will change the appearance of only that object.
Note that like all arrays returned by Unity, this returns a copy of materials array. If you want to change some materials in it, get the value, change an entry and set materials back.
All the shared materials of this object.
This is an array of all materials used by the renderer. Unity supports a single object using multiple materials; in this case sharedMaterials contains all the materials. sharedMaterial and material properties return the first used material if there is more than one.
Modifying any material in sharedMaterials will change the appearance of all objects using this material, and change material settings that are stored in the project too.
It is not recommended to modify materials returned by sharedMaterials. If you want to modify the material of a renderer use material instead.
Note that like all arrays returned by Unity, this returns a copy of materials array. If you want to change some materials in it, get the value, change an entry and set materials back.
Property Description
Property Description
Property Description
Applies a force to a rigidbody that simulates explosion effects. Other rigidbodies will be affected by the explosion within its radius - the closer they are to the explosionPosition, the stronger the force will be exerted on them.
Adds a force to the Rigidbody that is continuously exerted on it in the given direction.
Adds a force to the Rigidbody at a given position (should be within the range of the rigidbody for a realistic result). Thus, both a torque and force are applied to the object.
Adds a torque to the rigidbody relative to the local coordinate system.
Adds a torque to the rigidbody relative to the global coordinate system.
Returns the closest point on the bounding box of the attached colliders.
Function Description
Function Description
Moves the rigidbody to position.
Rotates the rigidbody to rotation.
void ResetCenterOfMass ()
Reset the center of mass of the rigidbody.
void ResetIntertiaTensor ()
Reset the inertia tensor value and rotation.
void Sleep ()
Forces a rigidbody to sleep.
void WakeUp ()
Forces a rigidbody to wake up.
Like Rigidbody.SweepTest, but returns all hits.
float AngularDrag get
set
The angular drag of the object.
The angular velocity vector of the rigidbody (in radians per second).
The center of mass relative to the local origin.
float Drag get
set
The drag of the object.
bool FreezeRotation get
set
Controls whether physics will have any impact on the rotation of the object.
bool Kinematic get
set
Controls whether physics will have any impact on the object.
float Mass get
set
The mass of the rigidbody.
float MaxAngularVelocity get
set
The maximum angular velocity of the rigidbody (7 by default). Can be useful to prevent an object from spinning uncontrollably fast.
float MaxDepenetrationVelocity get
set
The maximum depenetration velocity of the rigidbody (1.00000003318135E+32 by default). Can be useful to make colliding objects bounce away in a smoother fashion.
bool UseGravity get
set
Controls whether gravity affects the rigidbody.
The velocity vector of the rigidbody. (in units per second).
The center of mass of the rigidbody relative to the global origin (Read Only).
bool Sleeping get
Is the rigidbody sleeping?
float Density set
The density of the object (1 by default). Changing this value will affect the mass of the object (the volume will remain unchanged).
The diagonal inertia tensor of mass relative to the center of mass. It is defined in x,y,z axis. It is calculate by physics automatically,and if you set value to it, it would override the value.
The rotation of the inertia tensor.
Property Description
bool get
set
bool get
set
SVector get
set
float get
set
SVector get
set
float get
set
int get
set
float get
set
float get
set
SGameObject get
float (int areaIndex)
void (SVector movement)
void ()
void (int areaIndex, float cost)
void ()
void (SVector position)
void (SVector position)
bool get
set
float get
set
float get
set
int get
set
bool get
set
bool get
set
bool get
set
int get
set
float get
set
SVector get
SVector get
set
bool get
float get
set
bool get
bool get
bool get
SVector get
set
SVector get
bool get
float get
set
float get
float get
set
SVector get
float get
set
bool get
set
bool get
set
SVector get
SGameObject get
void (int newOwner, int vehicleId)
void ()
void ()
void ()
void (Closure onClick)
float get
set
float get
set
float get
set
float get
set
bool get
set
SAvatar get
SGameObject get
bool get
bool get
set
SMaterial get
set
SMaterial get
set
SMaterial[] get
set
SMaterial[] get
set
SVector get
SVector get
Function Name |
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Property Name | 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 |
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Parameter | Type | Description |
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Parameter | Type | Description |
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Property Name |
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Property Name |
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[] Furniture get
GameObject get
Property Name |
---|
Material get
set
SharedMaterial get
set
[] Materials get
set
[] SharedMaterials get
set
BoundsMax get
BoundsMin get
GameObject get
Function Name |
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Property Name |
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void AddExplosionForce (float explosionForce, explosionPosition, float explosionRadius, float upwardsModifier)
Parameter | Type | Description |
---|
void AddForce ( force)
Parameter | Type | Description |
---|
void AddForceAtPosition ( force, position)
Parameter | Type | Description |
---|
void AddRelativeTorque ( torque)
Parameter | Type | Description |
---|
void AddTorque ( torque)
Parameter | Type | Description |
---|
ClosestPointOnBounds ( input)
Parameter | Type | Description |
---|
GetPointVelocity ( worldPoint)
Parameter | Type | Description |
---|
GetRelativePointVelocity ( point)
Parameter | Type | Description |
---|
void MovePosition ( point)
Parameter | Type | Description |
---|
void MoveRotation ( rotation)
Parameter | Type | Description |
---|
[] SweepTestAll ( direction, float distance)
Parameter | Type | Description |
---|
AngularVelocity get
set
CenterOfMass get
set
Velocity get
set
WorldCenterOfMass get
InertiaTensor get
set
InertiaTensorRotation get
set
GameObject get
void Play ()
void Stop ()
void Pause ()
void Resume ()
int State get
double Time get
set
double InitialTime get
set
double Duration get
SGameObject GameObject get
bool IsAlive (bool withChildren)
void Emit (int count)
void Simulate (float time)
void SetTriggerParticles (SParticleSystemTriggerEventType type, SParticle[] sp)
SParticle[] GetTriggerParticles (SParticleSystemTriggerEventType type)
float StartDelay get
set
Start delay in seconds. Use this to delay when playback starts on the system.
bool IsPlaying get
Determines whether the Particle System is playing.
bool IsEmitting get
Determines whether the Particle System is emitting particles. A Particle System may stop emitting when its emission module has finished, it has been paused or if the system has been stopped.
bool IsStopped get
Determines whether the Particle System is stopped.
bool IsPaused get
Determines whether the Particle System is paused.
bool Loop get
set
Specifies whether the Particle System is looping. If you disable looping on a playing Particle System, it stops at the end of the current loop.
bool PlayOnAwake get
set
If set to true, the Particle System will automatically start playing on startup. Note that this setting is shared between all Particle Systems in the current particle effect.
float Time get
set
Playback position in seconds. Use this to read current playback time or to seek to a new playback time.
float Duration get
The duration of the Particle System in seconds.
float PlaybackSpeed get
set
The playback speed of the Particle System. 1 is normal playback speed.
int ParticleCount get
The current number of particles.
bool EnableEmission get
set
When set to false, the Particle System will not emit particles.
float EmissionRate get
set
The rate of particle emission.
float EmissionRateOverTime get
set
The rate at which the emitter spawns new particles over time.
float EmissionRateOverDistance get
set
The rate at which the emitter spawns new particles over distance. The emitter only spawns new particles when it moves.
float StartSpeed get
set
The initial speed of particles when the Particle System first spawns them.
float StartSize get
set
The initial size of particles when the Particle System first spawns them.
SColor StartColor get
set
The initial color of particles when the Particle System first spawns them.
float StartRotation get
set
The initial rotation of particles when emitted. When using curves, this value acts as a scale on the curve. Note that the value should be given in radians.
SVector StartRotation3D get
set
The initial 3D rotation of particles when emitted. When using curves, this value acts as a scale on the curves. Note that the values are Euler angles and should be given in radians.
float StartLifetime get
set
The total lifetime in seconds that particles will have when emitted. When using curves, this value acts as a scale on the curve. This value is set in the particle when it is created by the Particle System.
float GravityModifier get
set
A scale that this Particle System applies to gravity.
int MaxParticles get
set
The maximum number of particles to emit.
uint RandomSeed get
set
Override the random seed used for the Particle System emission.
bool UseAutoRandomSeed get
set
Controls whether the Particle System uses an automatically-generated random number to seed the random number generator. If set to true, the Particle System will generate a new random seed each time it is played. If set to false, ParticleSystem.randomSeed will be used instead, allowing for a constant seed (useful if you want your particles to play in exactly the same way each time) or user-defined random value (for example, you may want to cycle through an array of seeds).
SGameObject GameObject get
type
int
Type of trigger to return particles for. 1 = Inside 2 = Outside 3 = Enter 4 = Exit
sp
A table of SParticle
type
int
Type of trigger to return particles for. 1 = Inside 2 = Outside 3 = Enter 4 = Exit
bool Enabled get
set
bool IsGlobal get
set
float? BlendDistance get
set
float?? Weight get
set
float Priority get
set
SGameObject GameObject get
SResource GetResource (string name)
Returns the SResource with the specified name, or else returns nil if not found.
bool Enabled get
set
Return whether the ScriptingResources component is Enabled or not
SResource[] Resources get
Returns an array of all resources contained within this component.
SGameObject GameObject get
Property Description
object GetVariable (string name)
Return the object of the variable.
void SetVariable (string name, DynValue property, bool persistent=false)
Set properties to variable.
bool Enabled get
set
Is the ScriptingData component Enabled?
string[] Variables get
Property Description
string ComponentName get
The name of this component.
SGameObject GameObject get
Property Description
void InvokeEvent (string name)
Invoke the event with its name
bool Enabled get
set
Whether the scriptingEvents component is enabled or not
string[] Events get
Returns a list of events
string ComponentName get
The name of this component.
SGameObject GameObject get
Property Description
void Play ()
Plays the radio stream
void PlayMP3Stream (string url)
Sets the given MP3 stream url as current stream
void PlayVorbisStream (string url)
Sets the given Vorbis stream url as current stream
void Stop ()
Stops playing the radio stream
void OnTrackChange (Closure o) void OnTrackChange (Action< STrackInfo > trackInfoCallback)
Function will be called when track changes.
void OnUpcomingTrackChange (Closure o) void OnUpcomingTrackChange (Action< STrackInfo > trackInfoCallback)
Function will be called when there's an upcoming track change
bool Enabled get
set
Is this component Enabled?
string URL get
URL of the current stream
SGameObject GameObject get
Property Description
Get the resource by its name and return it.
void CallScriptFunction (string name, params DynValue[] arguments) void CallScriptFunction (string name)
Call registered script function with specified arguments.
void Reset ()
Reset event members to their initial values.
object GetPublicVariable (string name)
Gets the public variable by its name and return it.
void SetPublicVariable (string name, DynValue property, bool persistent=false)
Set the property to public variable with name "name".
void InvokeEvent (string name)
Invokes the event with the name "name".
Return a list of resource.
bool Enabled get
set
Whether the scripting runtime component is Enabled.
string ComponentName get
The name of this component.
Property Description
float GetBlendShapeWeight (int index)
Return the value of BlendShapeWeight.
void SetBlendShapeWeight (int index, float value)
Set the value to the BlendShapeWeight.
Return the mesh.
bool IsVisible get
Property Description
bool Enabled get
set
To check if the SkinnedMeshRenderer component is Enabled or not.
Property Description
Property Description
Property Description
Property Description
Property Description
Property Description
Property Description
void SitPlayer ()
Make a player sit.
void UnseatPlayer ()
Make a player unseat.
void OnStandUp (Closure e)
Binds a function to the Seat's On Stand Up event
void OnSit (Closure e)
Binds a function to the Seat's On Sit event
void OnPlayerStandUp (Closure e)
Binds a function to the Seat's On Player Stand Up event which is fired only on the Player's client
void OnPlayerSit (Closure e)
Binds a function to the Seat's On Player Sit event which is fired only on the Player's client
bool Enabled get
set
Whether the seat component is enabled.
bool InUse get
Return that whether the seat is in use.
long PlayerSeated get
Return the ID of the seating player.
bool UseSlotID get
set
Return true if uses SlotID
string SlotID get
set
Return the slot ID of the seat.
Return the clickable collider.
Return the animation clip.
No Description
No Description
Property Description
bool get
set
string get
string get
bool get
SGameObject[] get
int get
SGameObject get
bool get
bool get
set
SMaterial get
set
SMaterial get
set
SMaterial[] get
set
SMaterial[] get
set
SVector get
SVector get
SGameObject get
void (float explosionForce, SVector explosionPosition, float explosionRadius, float upwardsModifier)
void (SVector force)
void (SVector force, SVector position)
void (SVector torque)
void (SVector torque)
SVector (SVector input)
SVector (SVector worldPoint)
SVector (SVector point)
void (SVector point)
void (SQuaternion rotation)
void ()
void ()
void ()
void ()
SPhysicsHit[] (SVector direction, float distance)
float get
set
SVector get
set
SVector get
set
float get
set
bool get
set
bool get
set
float get
set
float get
set
float get
set
bool get
set
SVector get
set
SVector get
bool get
float set
SVector get
set
SQuaternion get
set
SGameObject get
Function Name |
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Property Name |
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Parameter | Type | Description |
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Parameter | Type | Description |
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Function Name |
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Property Name |
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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 |
---|---|---|
Function Name |
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Property Name |
---|
GetResource (string name)
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
[] Resources get
GameObject get
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Mesh get
set
Material get
set
SharedMaterial get
set
[] Materials get
set
[] SharedMaterials get
set
BoundsMax get
BoundsMin get
GameObject get
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
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Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
ClickableCollider get
set
Animation get
set
AnimationMale get
set
AnimationFemale get
set
GameObject get
SResource GetResource (string name)
bool Enabled get
set
SResource[] Resources get
SGameObject GameObject get
object GetVariable (string name)
void SetVariable (string name, DynValue property, bool persistent=false)
bool Enabled get
set
string[] Variables get
string ComponentName get
SGameObject GameObject get
void InvokeEvent (string name)
bool Enabled get
set
string[] Events get
string ComponentName get
SGameObject GameObject get
void Play ()
void PlayMP3Stream (string url)
void PlayVorbisStream (string url)
void Stop ()
void OnTrackChange (Closure o) void OnTrackChange (Action< STrackInfo > trackInfoCallback)
void OnUpcomingTrackChange (Closure o) void OnUpcomingTrackChange (Action< STrackInfo > trackInfoCallback)
bool Enabled get
set
string URL get
SGameObject GameObject get
SVector Center get
set
The center of the sphere in the object's local space.
float Radius get
set
The radius of the sphere measured in the object's local space.
bool Enabled get
set
Enabled Colliders will collide with other Colliders, disabled Colliders won't.
bool IsTrigger get
set
Is the collider a trigger?
SGameObject GameObject get
Property Description
void NextState ()
Enter the next state
void PrevState ()
void SetState (int state) void SetState (string state)
Enters the state of being set that its order is "state"
void BindToUI () void BindToUI (SGameObject go)
The state machine will bind itself to all Toggles, Buttons, Dropdowns and Sliders on the SGameObject it is in or on a specified SGameObject.
Binding to Button : Clicking button will call NextState() Binding to Toggle: Toggle On sets State to 1, Toggle Off sets state to 2 Binding to Dropdown: Selecting will set State to that selection's caption text Binding to Slider: Moving slider changes State to slider value
bool Enabled get
set
Whether the simple state machine component is Enabled or not
int StateCount get
Total number of States.
string[] StateNames get
A list of the names of all States.
int CurrentState get
The index number of the current state.
string CurrentStateName get
The name of the current state, or null if no state.
string ComponentName get
The name of this component.
SGameObject GameObject get
The GameObject this component is attached to. A component is always attached to a GameObject.
void Clear ()
Function Description
SVector GetPosition (int index)
Get the position of a vertex in the trail.
bool Enabled get
set
Whether this TrailRenderer component is Enabled.
bool ReceiveShadows get
set
Does this object receive shadows?
bool IsVisible get
Is this renderer visible in any camera?
bool CastShadows get
set
Does the trail cast a shadow when a shadow-casting Light shines on it?
bool MotionVectors get
set
Set whether to use motion vectors to track this Renderer’s per-pixel, screen-space motion from one frame to the next. You can use this information to apply post-processing effects such as motion blur.
bool UseLightProbes get
set
Enable Light Probes on the trail.
float Time get
set
How long does the trail take to fade out. (seconds)
float StartWidth get
set
The width of the trail at the spawning point. A width of 1 corresponds to 1 unit in the game world.
float EndWidth get
set
The width of the trail at the end of the trail. A width of 1 corresponds to 1 unit in the game world.
float WidthMultiplier get
set
Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail.
SColor StartColor get
set
Set the color at the start of the trail.
SColor EndColor get
set
Set the color at the end of the trail.
bool Autodestruct get
set
Does the GameObject of this Trail Renderer auto destruct?
int NumCornerVertices get
set
Set this to a value greater than 0, to get rounded corners between each segment of the trail.
int NumCapVertices get
set
Set this to a value greater than 0, to get rounded corners on each end of the trail.
float MinVertexDistance get
set
Set the minimum distance the trail can travel before a new vertex is added to it. Smaller values with give smoother trails, consisting of more vertices, but costing more performance.
int TextureMode get
set
Choose whether the U coordinate of the trail texture is tiled or stretched. 0 Stretch, 1 Tile, 2 Distribute Per Segment, 3 Repeat Per Segment
int Alignment get
set
Property Description
int PositionCount get
Get the number of line segments in the trail.
SGameObject GameObject get
Property Description
void OnClick (Closure callback)
Invoke when a user clicks the button and releases it.
bool Enabled get
set
Whether the button component is Enabled.
bool Interactable get
set
Enable Interactable if you want this button to accept input.
The normal color of the control.
The color of the control when it is highlighted.
The color of the control when it is pressed.
The color of the control when it is disabled.
float ColorMultiplier get
set
This multiplies the tint color for each transition by its value. With this you can create colors greater than 1 to brighten the colors on graphic elements whose base color is less than white.
Property Description
void RefreshShownValue ()
Refreshes the text and image (if available) of the currently selected option.If you have modified the list of options, you should call this method afterwards to ensure that the visual state of the dropdown corresponds to the updated options.
Add multiple options to the options of the Dropdown.
void ClearOptions ()
Clear the list of options in the Dropdown.
void Show ()
Show the dropdown list.
void Hide ()
Hide the dropdown list.
void OnValueChanged (Closure callback)
Bind a function to handle the event that is invoked when when a user has clicked one of the options in the dropdown list.
bool SetValueByText (string text)
Attempts to set the dropdown to the first option in the dropdown list that matches the inputted text. Returns true if found, false if no matches found.
bool Interactable get
set
Is this UIDropdown interactable?
The Rect Transform of the template for the dropdown list.
The Text component to hold the text of the currently selected option.
The Image component to hold the image of the currently selected option.
The Text component to hold the text of the item.
The Image component to hold the image of the item.
string[] OptionsAsText get
The list of possible options. (Text)
The list of possible options. (Sprites)
int Value get
set
The Value is the index number of the current selection in the Dropdown. 0 is the first option in the Dropdown, 1 is the second, and so on.
Property Description
Property Description
Property Description
Property Description
float ColorMultiplier get
set
Property Description
Property Description
SResource (string name)
void (string name, params DynValue[] arguments) void (string name)
void ()
object (string name)
void (string name, DynValue property, bool persistent=false)
void (string name)
SResource[] get
bool get
set
string get
SGameObject get
float (int index)
void (int index, float value)
SResource get
set
bool get
bool get
set
SMaterial get
set
SMaterial get
set
SMaterial[] get
set
SMaterial[] get
set
SVector get
SVector get
void ()
void ()
void (Closure e)
void (Closure e)
void (Closure e)
void (Closure e)
bool get
set
bool get
long get
bool get
set
string get
set
SCollider get
set
SResource get
set
SResource get
set
SResource get
set
SGameObject get
Property Name |
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Function Name |
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Property Name |
---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
NormalColor get
set
HighlightedColor get
set
PressedColor get
set
DisabledColor get
set
GameObject get
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
void AddOptions (string[] options) void AddOptions (Table options) void AddOptions ([] optionsSprites)
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Template get
set
CaptionText get
set
CaptionImage get
set
ItemText get
set
ItemImage get
set
[] OptionsAsSprites get
NormalColor get
set
HighlightedColor get
set
PressedColor get
set
DisabledColor get
set
GameObject get
SVector Center get
set
float Radius get
set
bool Enabled get
set
bool IsTrigger get
set
SGameObject GameObject get
void NextState ()
void PrevState ()
bool Enabled get
set
int StateCount get
string[] StateNames get
int CurrentState get
string CurrentStateName get
string ComponentName get
SGameObject GameObject get
state
int
The index of the state. First state is 1.
state
string
The name of the state as set in the State Machine component.
go
SGameObject
A specific SGameObject which this State Machine will bind to.
void Clear ()
SVector GetPosition (int index)
bool Enabled get
set
bool ReceiveShadows get
set
bool IsVisible get
bool CastShadows get
set
bool MotionVectors get
set
bool UseLightProbes get
set
float Time get
set
float StartWidth get
set
float EndWidth get
set
float WidthMultiplier get
set
SColor StartColor get
set
SColor EndColor get
set
bool Autodestruct get
set
int NumCornerVertices get
set
int NumCapVertices get
set
float MinVertexDistance get
set
int TextureMode get
set
int Alignment get
set
int PositionCount get
SGameObject GameObject get
bool RaycastTarget get
set
Enable Raycast Target.
bool Maskable get
set
To check if the graphic is maskable.
SResource Texture get
set
The RawImage's texture.
SColor Color get
set
Base color of the Graphic.
SGameObject GameObject get
Property Description
bool Enabled get
set
Is this UI layout component Enabled?
int PaddingLeft get
set
Space reserved for the left edge of the padding during the layout phase.
int PaddingRight get
set
Space reserved for the right edge of the padding during the layout phase.
int PaddingTop get
set
Space reserved for the top edge of the padding during the layout phase.
int PaddingBottom get
set
Space reserved for the bottom edge of the padding during the layout phase.
string ChildAlignment get
set
Property Description
float Spacing get
set
The spacing to use between layout elements in the layout group.
bool ChildControlHeight get
set
Returns true if the Layout Group controls the heights of its children. Returns false if children control their own heights.
If set to false, the layout group will only affect the positions of the children while leaving the heights untouched. The heights of the children can be set via the respective RectTransforms in this case.
If set to true, the heights of the children are automatically driven by the layout group according to their respective minimum, preferred, and flexible heights. This is useful if the heights of the children should change depending on how much space is available. In this case the height of each child cannot be set manually in the RectTransform, but the minimum, preferred and flexible height for each child can be controlled by adding a LayoutElement component to it.
bool ChildControlWidth get
set
Returns true if the Layout Group controls the widths of its children. Returns false if children control their own widths.
If set to false, the layout group will only affect the positions of the children while leaving the widths untouched. The widths of the children can be set via the respective RectTransforms in this case.
If set to true, the widths of the children are automatically driven by the layout group according to their respective minimum, preferred, and flexible widths. This is useful if the widths of the children should change depending on how much space is available. In this case the width of each child cannot be set manually in the RectTransform, but the minimum, preferred and flexible width for each child can be controlled by adding a LayoutElement component to it.
bool ChildForceExpandHeight get
set
Whether to force the children to expand to fill additional available vertical space.
bool ChildForceExpandWidth get
set
Whether to force the children to expand to fill additional available horizontal space.
SVector GridCellSize get
set
The size to use for each cell in the grid.
SVector GridSpacing get
set
The spacing to use between layout elements in the grid.
int GridConstraintCount get
set
How many cells there should be along the constrained axis.
string GridConstraint get
set
Property Description
SGameObject GameObject get
Property Description
SColor Color get
set
Default Color of UIImage
SResource Sprite get
set
The sprite that is used to render this image.
bool PreserveAspect get
set
Whether this image should preserve its Sprite aspect ratio.
bool FillCenter get
set
Whether or not to render the center
float FillAmount get
set
Amount of the Image shown
bool FillClockwise get
set
Whether the Image should be filled clockwise (true) or counter-clockwise (false).
int FillOrigin get
set
Controls the origin point of the Fill process.
float AlphaHitTestMinimumThreshold get
set
The alpha threshold specifies the minimum alpha a pixel must have for the event to considered a "hit" on the Image. Alpha values less than the threshold will cause raycast events to pass through the Image. An value of 1 would cause only fully opaque pixels to register raycast events on the Image. The alpha tested is retrieved from the image sprite only, while the alpha of the Image Graphic.color is disregarded.
alphaHitTestMinimumThreshold defaults to 0; all raycast events inside the Image rectangle are considered a hit. In order for greater than 0 to values to work, the sprite used by the Image must have readable pixels. This can be achieved by enabling Read/Write enabled in the advanced Texture Import Settings for the sprite and disabling atlassing for the sprite.
bool HasBorder get
True if the sprite used has borders.
float PixelsPerUnit get
Provides information about how fonts are scale to the screen.
For dynamic fonts, the value is equivalent to the scale factor of the canvas. For non-dynamic fonts, the value is calculated from the requested text size and the size from the font.
SMaterial Material get
set
The specified Material used by this Image. The default Material is used instead if one wasn't specified.
float MinWidth get
The minimum width this UIImage may be allocated. (Used by the Layout system).
float PreferredWidth get
The preferred width this UIImage should be allocated if there is sufficient space. (Used by the Layout system)
float FlexibleWidth get
The extra relative width this UIImage should be allocated if there is additional available space. (Used by the Layout system)
float MinHeight get
The minimum height this UIImage may be allocated.(Used by the Layout system).
float PreferredHeight get
The preferred height this UIImage should be allocated if there is sufficient space. (Used by the Layout system)
float FlexibleHeight get
The extra relative height this UIImage should be allocated if there is additional available space. (Used by the Layout system)
int LayoutPriority get
The layout priority of this UIText component.(Used by the Layout system.)
SGameObject GameObject get
Property Description
void OnValueChanged (Closure callback)
Given function will be called when text in Input Field has changed
void OnEndEdit (Closure callback)
Given function will be called when editing has ended
void ActivateInputField ()
Function Description
void DeactivateInputField ()
Function Description
void Select ()
Function Description
string Text get
set
The current value of the input field.
bool Enabled get
set
Whether this Input Field component is Enabled
bool Interactable get
set
Is the Input Field interactable?
bool IsFocused get
Does the InputField currently have focus and is able to process events.
float CaretBlinkRate get
set
The blinking rate of the input caret, defined as the number of times the blink cycle occurs per second.
int CaretWidth get
set
The width of the caret in pixels.
int CharacterLimit get
set
Property Description
bool ReadOnly get
set
Property Description
bool MultiLine get
If the input field supports multiple lines.
char AsteriskChar get
set
The character used for password fields.
int CaretPosition get
set
Current InputField caret position (also selection tail).
int SelectionAnchorPosition get
set
The beginning point of the selection.
int SelectionFocusPosition get
set
The end point of the selection.
float MinWidth get
The minimum width this UIInputField may be allocated. (Used by the Layout system).
float PreferredWidth get
The preferred width this UIInputField should be allocated if there is sufficient space. (Used by the Layout system)
float FlexibleWidth get
The extra relative width this UIInputField should be allocated if there is additional available space. (Used by the Layout system)
float MinHeight get
The minimum height this UIInputField may be allocated.(Used by the Layout system).
float PreferredHeight get
The preferred height this UIInputField should be allocated if there is sufficient space. (Used by the Layout system)
float FlexibleHeight get
The extra relative height this UIInputField should be allocated if there is additional available space. (Used by the Layout system)
SColor NormalColor get
set
The normal color.
SColor HighlightedColor get
set
The color of the control when it is highlighted.
SColor PressedColor get
set
The color of the control when it is pressed.
SColor DisabledColor get
set
The color of the control when it is disabled.
float ColorMultiplier get
set
This multiplies the tint color for each transition by its value.
SGameObject GameObject get
Property Description
void OnValueChanged (Closure callback)
Handling for when the scrollbar value is changed.
float Size get
set
The size of the scrollbar handle where 1 means it fills the entire scrollbar.
float Value get
set
The current value of the scrollbar, between 0 and 1.
int NumberOfSteps get
set
Property Description
Property Description
Property Description
Property Description
Property Description
float ColorMultiplier get
set
Property Description
Property Description
void OnValueChanged (Closure callback)
Callback executed when the value of the slider is changed.
bool Enabled get
set
Whether this Slider component is Enabled or not
bool Interactable get
set
Use to enable or disable the ability to interact with the slider.
int Direction get
set
The direction of the slider (0 to 4). 0 Left To Right, 1 Right To Left, 2 Bottom To Top, 3 Top To Bottom
float MinValue get
set
The minimum allowed value of the slider.
float MaxValue get
set
The maximum allowed value of the slider.
bool WholeNumbers get
set
Should the value only be allowed to be whole numbers?
float Value get
set
The current value of the slider.
float NormalizedValue get
set
The current value of the slider normalized into a value between 0 and 1.
The normal color.
The color of the control when it is highlighted.
The color of the control when it is pressed.
The color of the control when it is disabled.
float ColorMultiplier get
set
This multiplies the tint color for each transition by its value.
Property Description
bool SupportRichText get
set
Whether this Text will support rich text.
bool ResizeTextForBestFit get
set
Should the text be allowed to auto resized.
int ResizeTextMinSize get
set
The minimum size the text is allowed to be.
int ResizeTextMaxSize get
set
The maximum size the text is allowed to be.
bool AlignByGeometry get
set
Use the range of glyph geometry to perform horizontal alignment.
int FontSize get
set
The size that the Font should render at.
float LineSpacing get
set
How much space will be in-between lines of text. This is a multiplier. The line spacing value set will be multiplied by the font's internal line spacing. A value of 1 will produce normal line spacing.
float PixelsPerUnit get
Provides information about how fonts are scale to the screen.
For dynamic fonts, the value is equivalent to the scale factor of the canvas. For non-dynamic fonts, the value is calculated from the requested text size and the size from the font.
float MinWidth get
The minimum width this UIText may be allocated. (Used by the Layout system).
float PreferredWidth get
The preferred width this UIText should be allocated if there is sufficient space. (Used by the Layout system)
float FlexibleWidth get
The extra relative width this UIText should be allocated if there is additional available space. (Used by the Layout system)
float MinHeight get
The minimum height this UIText may be allocated.(Used by the Layout system).
float PreferredHeight get
The preferred height this UIText should be allocated if there is sufficient space. (Used by the Layout system)
float FlexibleHeight get
The extra relative height this UIText should be allocated if there is additional available space. (Used by the Layout system.)
int LayoutPriority get
The layout priority of this UIText component.(Used by the Layout system.)
bool Enabled get
set
Whether the UIText component is Enabled or not will decide if it is visually updating or not.
string Text get
set
The string value this Text displays.
Base color of the Graphic.
Property Description
void (Closure callback)
bool get
set
bool get
set
SColor get
set
SColor get
set
SColor get
set
SColor get
set
float get
set
SGameObject get
void ()
void (string[] options) void (Table options) void (SResource[] optionsSprites)
void ()
void ()
void ()
void (Closure callback)
bool get
set
SGameObject get
set
SUIText get
set
SUIImage get
set
SUIText get
set
SUIImage get
set
string[] get
SResource[] get
int get
set
SColor get
set
SColor get
set
SColor get
set
SColor get
set
float get
set
SGameObject get
Property Name |
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Property Name |
---|
Property Name |
---|
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
NormalColor get
set
HighlightedColor get
set
PressedColor get
set
DisabledColor get
set
GameObject get
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
NormalColor get
set
HighlightedColor get
set
PressedColor get
set
DisabledColor get
set
GameObject get
Property Name |
---|
Color get
set
GameObject get
bool RaycastTarget get
set
bool Maskable get
set
SResource Texture get
set
SColor Color get
set
SGameObject GameObject get
bool Enabled get
set
int PaddingLeft get
set
int PaddingRight get
set
int PaddingTop get
set
int PaddingBottom get
set
string ChildAlignment get
set
float Spacing get
set
bool ChildControlHeight get
set
bool ChildControlWidth get
set
bool ChildForceExpandHeight get
set
bool ChildForceExpandWidth get
set
SVector GridCellSize get
set
SVector GridSpacing get
set
int GridConstraintCount get
set
string GridConstraint get
set
SGameObject GameObject get
SColor Color get
set
SResource Sprite get
set
bool PreserveAspect get
set
bool FillCenter get
set
float FillAmount get
set
bool FillClockwise get
set
int FillOrigin get
set
float AlphaHitTestMinimumThreshold get
set
bool HasBorder get
float PixelsPerUnit get
SMaterial Material get
set
float MinWidth get
float PreferredWidth get
float FlexibleWidth get
float MinHeight get
float PreferredHeight get
float FlexibleHeight get
int LayoutPriority get
SGameObject GameObject get
void OnValueChanged (Closure callback)
void OnEndEdit (Closure callback)
void ActivateInputField ()
void DeactivateInputField ()
void Select ()
string Text get
set
bool Enabled get
set
bool Interactable get
set
bool IsFocused get
float CaretBlinkRate get
set
int CaretWidth get
set
int CharacterLimit get
set
bool ReadOnly get
set
bool MultiLine get
char AsteriskChar get
set
int CaretPosition get
set
int SelectionAnchorPosition get
set
int SelectionFocusPosition get
set
float MinWidth get
float PreferredWidth get
float FlexibleWidth get
float MinHeight get
float PreferredHeight get
float FlexibleHeight get
SColor NormalColor get
set
SColor HighlightedColor get
set
SColor PressedColor get
set
SColor DisabledColor get
set
float ColorMultiplier get
set
SGameObject GameObject get
bool Enabled get
set
Get or set whether the tool tip component is Enabled.
string Text get
set
Get or set the string value this tool tip displays.
SResource Texture get
set
Get or set the tooltip's texture.
SGameObject GameObject get
Property Description
bool Enabled get
set
Is this virtual camera enabled?
float FieldOfView get
set
Field of view of this virtual camera.
float Dutch get
set
Dutch of view of this virtual camera. In degrees.
float NearClip get
set
The near clip plane of this virtual camera.
float FarClip get
set
The far clip plane of this virtual camera.
float OrthographicSize get
set
The orthographic size of this virtual camera.
int Priority get
set
The priority of this virtual camera. Higher priority cameras will be used over lower priority cameras when conflicted.
SGameObject Follow get
set
The object that this virtual camera should be following.
SGameObject LookAt get
set
The object that this virtual camera should be looking at.
SGameObject GameObject get
Property Description
void SetOverrideVoice (bool enabled)
Set voice to override the original voice.
void ClearOverrideVoice ()
Clear the overriding voice.
void SetOverrideVideo (bool enabled)
Function Description
void ClearOverrideVideo ()
Function Description
void AddAuthVoiceUser (uint userID)
Add a user to AuthVoiceUser by his ID.
void RemoveAuthVoiceUser (uint userID)
Remove a user from AuthVoiceUser by his ID.
void AddAuthVideoUser (uint userID)
Function Description
void RemoveAuthVideoUser (uint userID)
Remove a user from AuthVoiceUser by his ID.
bool Enabled get
set
Whether the Voice Zone component is Enabled
bool AllowVoice get
set
Whether allows voice.
bool AllowVideo get
set
Whether allows video.
bool ConnectVoiceService get
set
Property Description
bool ConnectVideoService get
set
Property Description
int Priority get
The priority of the voice zone
string AreaName get
The name of area.
bool Spatialized get
Whether the voice zone is spatialized.
bool SpatialDropoff get
Whether the voice zone is spatialized drop off.
bool SpatialStereo get
Whether the voice zone is spatial stereo.
float SpatialDistance get
The spatial distance of the voice zone.
bool Global get
Whether the voice zone is global.
uint[] AuthVideoUsers get
Return an array of auth video user.
uint[] AuthVoiceUsers get
Property Description
SGameObject GameObject get
Property Description
The position of the center of the Box Collider.
The size of the box.
bool Enabled get
set
Enabled Colliders will collide with other Colliders, disabled Colliders won't.
bool IsTrigger get
set
Is the collider a trigger?
Returns a reference to the GameObject of this component.
void SendEvent (string eventName)
Send a networking event event that will be received by other components in the scene with the same network name.
void ReceiveEvent (string eventName)
Invoke an event on the networking component. Normally not necessary to do manually, as this happens automatically when receiving a matching event over the network, but may be useful to initialize a state.
bool Enabled get
set
Whether the simple networking component is Enabled or not
bool Instanced get
Returns whether this networking component is instanced or not.
string NetworkName get
set
Returns or sets the name of the network. Network name must be at least 20 characters long without trailing or leading spaces.
bool Ready get
Return whether the networking component is ready to send or not (is initialized).
int EventCount get
Return the number of events this component is waiting to receive.
string[] EventNames get
Return a list of names of events that this component will receive.
Property Description
Set the parent of the transform.
void SetInsetAndSizeFromParentEdge (int edge, float inset, float size)
Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size.
void SetSizeWithCurrentAnchors (bool vertical, float size)
Makes the RectTransform calculated rect be a given size on the specified axis.
Property Description
The normalized position in the parent RectTransform that the lower left corner is anchored to.
Property Description
Property Description
Property Description
The size of this RectTransform relative to the distances between the anchors.
The normalized position in this RectTransform that it rotates around.
The offset of the lower left corner of the rectangle relative to the lower left anchor.
The offset of the upper right corner of the rectangle relative to the upper right anchor.
Property Description
Set joint to a rigidbody. If not set, the joint connects to the world.
The direction of the axis around which the body swings. The direction is defined in local space.
The position of the axis around which the body swings. The position is defined in local space.
Manual configuration of the connected anchor position.
bool AutoConfigureConnectedAnchor get
set
If this is enabled, then the Connected Anchor position will be calculated automatically to match the global position of the anchor property. This is the default behavior. If this is disabled, you can configure the position of the connected anchor manually.
float BreakForce get
set
Apply the force to break the joint.
float BreakTorque get
set
Apply the torque to break the joint.
bool EnableCollision get
set
When checked, this enables collisions between bodies connected with a joint.
bool EnablePreprocessing get
set
Disabling preprocessing helps to stabilize impossible-to-fulfil configurations.
The force applied by the solver to satisfy all constraints.
The torque applied by the solver to satisfy all constraints.
float MassScale get
set
The scale to apply to the inverse mass and inertia tensor of the body
float ConnectedMassScale get
set
The scale to apply to the inverse mass and inertia tensor of the connected body
The motor makes the object spin around.
The motor makes the object spin around.
The motor makes the object spin around.
bool UseMotor get
set
The motor makes the object spin around.
bool UseLimits get
set
If enabled, the angle of the hinge will be restricted within the Min & Max values.
bool UseSpring get
set
Spring makes the Rigidbody reach for a specific angle compared to its connected body.
float Velocity get
The angular velocity of the joint in degrees per second.
float Angle get
The current angle in degrees of the joint relative to its rest position.
Property Description
void (Closure callback)
float get
set
float get
set
int get
set
SColor get
set
SColor get
set
SColor get
set
SColor get
set
float get
set
SGameObject get
void (Closure callback)
bool get
set
bool get
set
int get
set
float get
set
float get
set
bool get
set
float get
set
float get
set
SColor get
set
SColor get
set
SColor get
set
SColor get
set
float get
set
SGameObject get
bool get
set
bool get
set
int get
set
int get
set
bool get
set
int get
set
float get
set
float get
float get
float get
float get
float get
float get
float get
int get
bool get
set
string get
set
SColor get
set
SGameObject get
Property Name |
---|
Property Name |
---|
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Property Name |
---|
Center get
set
Size get
set
GameObject get
Function Name |
---|
Property Name |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
GameObject get
Function Name |
---|
Property Name |
---|
void SetParent ( parent, bool worldPositionStays)
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Rect get
anchorMin get
set
anchorMax get
set
anchoredPosition3D get
set
anchoredPosition get
set
sizeDelta get
set
pivot get
set
offsetMin get
set
offsetMax get
set
GameObject get
Property Name |
---|
ConnectedBody get
set
Axis get
set
Anchor get
set
ConnectedAnchor get
set
CurrentForce get
CurrentTorque get
Motor get
set
Limits get
set
Spring get
set
GameObject get
bool Enabled get
set
string Text get
set
SResource Texture get
set
SGameObject GameObject get
bool Enabled get
set
float FieldOfView get
set
float Dutch get
set
float NearClip get
set
float FarClip get
set
float OrthographicSize get
set
int Priority get
set
SGameObject Follow get
set
SGameObject LookAt get
set
SGameObject GameObject get
void SetOverrideVoice (bool enabled)
void ClearOverrideVoice ()
void SetOverrideVideo (bool enabled)
void ClearOverrideVideo ()
void AddAuthVoiceUser (uint userID)
void RemoveAuthVoiceUser (uint userID)
void AddAuthVideoUser (uint userID)
void RemoveAuthVideoUser (uint userID)
bool Enabled get
set
bool AllowVoice get
set
bool AllowVideo get
set
bool ConnectVoiceService get
set
bool ConnectVideoService get
set
int Priority get
string AreaName get
bool Spatialized get
bool SpatialDropoff get
bool SpatialStereo get
float SpatialDistance get
bool Global get
uint[] AuthVideoUsers get
uint[] AuthVoiceUsers get
SGameObject GameObject get
void RenderProbe ()
Refreshes the probe's cubemap.
SVector Center get
set
The center of the box area in which reflections will be applied to the objects. Measured in the probe's local space.
SVector Size get
set
The size of the box area in which reflections will be applied to the objects. Measured in the probe's local space.
SGameObject GameObject get
Property Description
bool IsRootCanvas get
The avoidance radius for the agent.
float ScaleFactor get
set
Scales all UI elements in the Canvas by this factor.
float ReferencePixelsPerUnit get
set
If a sprite has this "Pixels Per Unit" setting, then one pixel in the sprite will cover one unit in the UI.
bool PixelPerfect get
set
Should the UI be rendered without antialiasing for precision?
float PlaneDistance get
set
The distance at which the UI plane should be placed in front of the camera.
int SortingOrder get
set
Canvas' order within a sorting layer.
int TargetDisplay get
set
For Overlay mode, display index on which the UI canvas will appear.
float NormalizedSortingGridSize get
set
The normalized grid size that the canvas will split the renderable area into.
SGameObject GameObject get
Property Description
float GetHeight (float x, float y)
Get an interpolated height at a point x,y.
float GetSteepness (float x, float y)
Get the gradient of the terrain at point (x,y).
float[,] GetHeights ()
Returns a two dimensional array of heightmap samples. The samples are represented as float values ranging from 0 to 1. The array has the dimensions [height,width] and is indexed as [y,x].
void SetHeights (float[,] data)
Sets heightmap data using a two dimensional array of heightmap samples. The samples are represented as float values ranging from 0 to 1. The heights array is indexed as [y,x].
void SetHeight (int x, int y, float value)
Set value to height of [x,y]
SVector GetNormal (float x, float y)
Get an interpolated normal at a given location.
SVector GetSlope (float x, float y)
Get a normalized and interpolated normal at a given location.
SVector GetContour (float x, float y)
Get a contour of interpolated normal at a given location.
bool Enabled get
set
Is the Terrain component enabled?
SGameObject GameObject get
The GameObject that this Terrain component is added to.
void OnValueChanged (Closure callback)
Binds a function to be triggered when value of the UIToggle changes.
bool Enabled get
set
Whether the UIToggle is Enabled
bool Interactable get
set
Whether the UIToggle is Interactable
bool IsOn get
set
Whether the UIToggle is toggled On
SColor NormalColor get
set
The normal color.
SColor HighlightedColor get
set
The color of the control when it is highlighted.
SColor PressedColor get
set
The color of the control when it is pressed.
SColor DisabledColor get
set
The color of the control when it is disabled.
float ColorMultiplier get
set
This multiplies the tint color for each transition by its value.
SGameObject GameObject get
Property Description
SVector get
set
SVector get
set
bool get
set
bool get
set
void (string eventName)
void (string eventName)
bool get
set
bool get
string get
set
bool get
int get
string[] get
SGameObject get
void (SGameObject parent, bool worldPositionStays)
void (int edge, float inset, float size)
void (bool vertical, float size)
SRect get
SVector get
set
SVector get
set
SVector get
set
SVector get
set
SVector get
set
SVector get
set
SVector get
set
SVector get
set
SGameObject get
SRigidbody get
set
SVector get
set
SVector get
set
SVector get
set
bool get
set
float get
set
float get
set
bool get
set
bool get
set
SVector get
SVector get
float get
set
float get
set
SJointMotor get
set
SJointLimits get
set
SJointSpring get
set
bool get
set
bool get
set
bool get
set
float get
float get
SGameObject get
Function Name |
---|
Property Name |
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Property Name |
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Function Name |
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Property 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 |
---|---|---|
Function Name |
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Property Name |
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Parameter | Type | Description |
---|---|---|
void RenderProbe ()
SVector Center get
set
SVector Size get
set
SGameObject GameObject get
bool IsRootCanvas get
float ScaleFactor get
set
float ReferencePixelsPerUnit get
set
bool PixelPerfect get
set
float PlaneDistance get
set
int SortingOrder get
set
int TargetDisplay get
set
float NormalizedSortingGridSize get
set
SGameObject GameObject get
float GetHeight (float x, float y)
float GetSteepness (float x, float y)
float[,] GetHeights ()
void SetHeights (float[,] data)
void SetHeight (int x, int y, float value)
SVector GetNormal (float x, float y)
SVector GetSlope (float x, float y)
SVector GetContour (float x, float y)
bool Enabled get
set
SGameObject GameObject get
void OnValueChanged (Closure callback)
bool Enabled get
set
bool Interactable get
set
bool IsOn get
set
SColor NormalColor get
set
SColor HighlightedColor get
set
SColor PressedColor get
set
SColor DisabledColor get
set
float ColorMultiplier get
set
SGameObject GameObject get