UnityEditor The behavior in case of unhandled .NET exception. Crash in case of unhandled .NET exception (Crash Report will be generated). Silent exit in case of unhandled .NET exception (no Crash Report generated). Hierarchy sort method to allow for items and their children to be sorted alphabetically. Content to visualize the alphabetical sorting method. Gamepad support level for Android TV. Requires a gamepad for gameplay. Game is fully operational with a D-pad, no gamepad needed. Works with a gamepad, but does not require it. Preferred application install location. Let the OS decide, app doesn't have any preferences. Force installation into internal memory. Needed for things like Live Wallpapers. Prefer external, if possible. Install to internal otherwise. Supported Android SDK versions. Android 2.3.3, "Gingerbread", API level 10. Android 3.0, "Honeycomb", API level 11. Android 3.1, "Honeycomb", API level 12. Android 3.2, "Honeycomb", API level 13. Android 4.0, "Ice Cream Sandwich", API level 14. Android 4.0.3, "Ice Cream Sandwich", API level 15. Android 4.1, "Jelly Bean", API level 16. Android 4.2, "Jelly Bean", API level 17. Android 4.3, "Jelly Bean", API level 18. Android 4.4, "KitKat", API level 19. Android 5.0, "Lollipop", API level 21. Android 5.1, "Lollipop", API level 22. Android 2.3.1, "Gingerbread", API level 9. Application should show ActivityIndicator when loading. Don't Show. Inversed Large. Inversed Small. Large. Small. Android splash screen scale modes. Center. Scale to fill. Scale to fit. Target Android device architecture. Intel only. ARMv7 only. All supported architectures. Lerp from 0 - 1. Retuns the float value of the tween. Constructor. Start Value. Constructor. Start Value. Constructor. Start Value. Constructor. Start Value. Returns a value between from and to depending on the current value of the bools animation. Value to lerp from. Value to lerp to. Type specific implementation of BaseAnimValue_1.GetValue. Current value. An animated float value. Constructor. Start Value. Constructor. Start Value. Type specific implementation of BaseAnimValue_1.GetValue. Current Value. An animated Quaternion value. Constructor. Start Value. Constructor. Start Value. Type specific implementation of BaseAnimValue_1.GetValue. Current Value. An animated Vector3 value. Constructor. Start Value. Constructor. Start Value. Constructor. Start Value. Type specific implementation of BaseAnimValue_1.GetValue. Current Value. Abstract base class for Animated Values. Is the value currently animating. Speed of the tween. Target to tween towards. Current value of the animation. Callback while the value is changing. Begin an animation moving from the start value to the target value. Target value. Start value. Abstract function to be overridden in derived types. Should return the current value of the animated value. Current Value. Stop the animation and assign the given value. Value to assign. An AnimationClipCurveData object contains all the information needed to identify a specific curve in an AnimationClip. The curve animates a specific property of a component material attached to a game object animated bone. The actual animation curve. The path of the game object / bone being animated. The name of the property being animated. The type of the component / material being animated. AnimationMode is used by the AnimationWindow to store properties modifed by the AnimationClip playback. The color used to show that a property is currently being animated. Are we currently in AnimationMode. Is the specified property currently in animation mode and being animated? Samples an AnimationClip on the object and also records any modified properties in AnimationMode. Starts the animation mode. Stops Animation mode, reverts all properties that were animated in animation mode. Condition that is used to determine if a transition must be taken. The mode of the condition. The name of the parameter used in the condition. The AnimatorParameter's threshold value for the condition to be true. The mode of the condition. The condition is true when parameter value is equal to the threshold. The condition is true when parameter value is greater than the threshold. The condition is true when the parameter value is true. The condition is true when the parameter value is false. The condition is true when the parameter value is less than the threshold. The condition is true when the parameter value is not equal to the threshold. The Animator Controller controls animation through layers with state machines, controlled by parameters. The layers in the controller. Parameters are used to communicate between scripting and the controller. They are used to drive transitions and blendtrees for example. Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState for layer layerIndex. This function should be used when you are dealing with synchronized layer and would like to add a state machine behaviour on a synchronized layer. C# Users can use a generic version. Generic version. See the page for more details. Utility function to add a layer to the controller. The name of the Layer. The layer to add. Utility function to add a layer to the controller. The name of the Layer. The layer to add. Utility function that creates a new state with the motion in it. The Motion that will be in the AnimatorState. The layer where the Motion will be added. Utility function that creates a new state with the motion in it. The Motion that will be in the AnimatorState. The layer where the Motion will be added. Utility function to add a parameter to the controller. The name of the parameter. The type of the parameter. The parameter to add. Utility function to add a parameter to the controller. The name of the parameter. The type of the parameter. The parameter to add. Creates an AnimatorController at the given path. The path where the AnimatorController asset will be created. The created AnimationController or null if an error occured. Creates an AnimatorController at the given path, and automatically create an AnimatorLayer with an AnimatorStateMachine that will add a State with the AnimationClip in it. The path where the AnimatorController will be created. The default clip that will be played by the AnimatorController. Creates a BlendTree in a new AnimatorState. The name of the BlendTree. The created BlendTree. The index where the BlendTree will be created. Creates a BlendTree in a new AnimatorState. The name of the BlendTree. The created BlendTree. The index where the BlendTree will be created. This function will create a StateMachineBehaviour instance based on the class define in this script. MonoScript class to instantiate. Returns instance id of created object, returns 0 if something is not valid. Constructor. Use this function to retrieve the owner of this behaviour. The State Machine Behaviour to get context for. Returns the State Machine Behaviour edition context. Returns all StateMachineBehaviour that match type T or are derived from T. Gets the effective state machine behaviour list for the AnimatorState. Behaviours are either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get Behaviour list that is effectively used. The AnimatorState which we want the Behaviour list. The layer that is queried. Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used. The AnimatorState which we want the Motion. The layer that is queried. Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used. The AnimatorState which we want the Motion. The layer that is queried. Creates a unique name for the layers. The desired name of the AnimatorLayer. Creates a unique name for the parameter. The desired name of the AnimatorParameter. Utility function to remove a layer from the controller. The index of the AnimatorLayer. Utility function to remove a parameter from the controller. The index of the AnimatorParameter. Sets the effective state machine Behaviour list for the AnimatorState. The Behaviour list is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Behaviour list that is effectively used. The AnimatorState which we want to set the Behaviour list. The layer to set the Behaviour list. The Behaviour list that will be set. Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used. The AnimatorState which we want to set the Motion. The Motion that will be set. The layer to set the Motion. Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used. The AnimatorState which we want to set the Motion. The Motion that will be set. The layer to set the Motion. The Animation Layer contains a state machine that controls animations of a model or part of it. The AvatarMask that is used to mask the animation on the given layer. The blending mode used by the layer. It is not taken into account for the first layer. The default blending weight that the layers has. It is not taken into account for the first layer. When active, the layer will have an IK pass when evaluated. It will trigger an OnAnimatorIK callback. The name of the layer. The state machine for the layer. When active, the layer will take control of the duration of the Synced Layer. Specifies the index of the Synced Layer. Gets the override behaviour list for the state on the given layer. The state which we want to get the behaviour list. Gets the override motion for the state on the given layer. The state which we want to get the motion. Sets the override behaviour list for the state on the given layer. The state which we want to set the behaviour list. The behaviour list that will be set. Sets the override motion for the state on the given layer. The state which we want to set the motion. The motion that will be set. Specifies how the layer is blended with the previous layers. Animations are added to the previous layers. Animations overrides to the previous layers. States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over. The Behaviour list assigned to this state. Offset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time. The animator controller parameter that drives the cycle offset value. Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor. Should Foot IK be respected for this state. Should the state be mirrored. The animator controller parameter that drives the mirror value. Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor. The motion assigned to this state. The hashed name of the state. The default speed of the motion. The animator controller parameter that drives the speed value. Define if the speed value is driven by an Animator controller parameter or by the value set in the editor. A tag can be used to identify a state. The transitions that are going out of the state. Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion. Utility function to add an outgoing transition to the exit of the state's parent state machine. If true, the exit time will be the equivalent of 0.25 second. The Animations.AnimatorStateTransition that was added. Utility function to add an outgoing transition to the exit of the state's parent state machine. If true, the exit time will be the equivalent of 0.25 second. The Animations.AnimatorStateTransition that was added. Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version. Generic version. See the page for more details. Utility function to add an outgoing transition to the destination state. If true, the exit time will be the equivalent of 0.25 second. The destination state. Utility function to add an outgoing transition to the destination state. If true, the exit time will be the equivalent of 0.25 second. The destination state. Utility function to add an outgoing transition to the destination state machine. If true, the exit time will be the equivalent of 0.25 second. The destination state machine. Utility function to add an outgoing transition to the destination state machine. If true, the exit time will be the equivalent of 0.25 second. The destination state machine. Utility function to add an outgoing transition. The transition to add. Utility function to remove a transition from the state. Transition to remove. A graph controlling the interaction of states. Each state references a motion. The position of the AnyState node. The list of AnyState transitions. The Behaviour list assigned to this state machine. The state that the state machine will be in when it starts. The position of the entry node. The list of entry transitions in the state machine. The position of the exit node. The position of the parent state machine node. Only valid when in a hierachic state machine. The list of sub state machines. The list of states. Utility function to add an AnyState transition to the specified state or statemachine. The destination state. The destination statemachine. Utility function to add an AnyState transition to the specified state or statemachine. The destination state. The destination statemachine. Utility function to add an incoming transition to the exit of it's parent state machine. The destination Animations.AnimatorState state. The destination Animations.AnimatorStateMachine state machine. Utility function to add an incoming transition to the exit of it's parent state machine. The destination Animations.AnimatorState state. The destination Animations.AnimatorStateMachine state machine. Utility function to add a state to the state machine. The name of the new state. The position of the state node. The AnimatorState that was created for this state. Utility function to add a state to the state machine. The name of the new state. The position of the state node. The AnimatorState that was created for this state. Utility function to add a state to the state machine. The state to add. The position of the state node. Utility function to add a state machine to the state machine. The name of the new state machine. The position of the state machine node. The newly created Animations.AnimatorStateMachine state machine. Utility function to add a state machine to the state machine. The name of the new state machine. The position of the state machine node. The newly created Animations.AnimatorStateMachine state machine. Utility function to add a state machine to the state machine. The state machine to add. The position of the state machine node. Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorStateMachine. C# Users can use a generic version. Generic version. See the page for more details. Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine. The source state machine. Utility function to add an outgoing transition from the source state machine to the destination. The source state machine. The destination state machine. The destination state. The Animations.AnimatorTransition transition that was created. Utility function to add an outgoing transition from the source state machine to the destination. The source state machine. The destination state machine. The destination state. The Animations.AnimatorTransition transition that was created. Utility function to add an outgoing transition from the source state machine to the destination. The source state machine. The destination state machine. The destination state. The Animations.AnimatorTransition transition that was created. Gets the list of all outgoing state machine transitions from given state machine. The source state machine. Makes a unique state machine name in the context of the parent state machine. Desired name for the state machine. Makes a unique state name in the context of the parent state machine. Desired name for the state. Utility function to remove an AnyState transition from the state machine. The AnyStat transition to remove. Utility function to remove an entry transition from the state machine. The transition to remove. Utility function to remove a state from the state machine. The state to remove. Utility function to remove a state machine from its parent state machine. The state machine to remove. Utility function to remove an outgoing transition from source state machine. The transition to remove. The source state machine. Sets the list of all outgoing state machine transitions from given state machine. The source state machine. The outgoing transitions. Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters. Set to true to allow or disallow transition to self during AnyState transition. The duration of the transition. The normalized time of the source state when the condition is true. When active the transition will have an exit time condition. When active the transition duration will have a fixed duration. Which AnimatorState transitions can interrupt the Transition. The time at which the destination state will start. The Transition can be interrupted by a transition that has a higher priority. Creates a new animator state transition. Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters. Creates a new animator transition. Base class for animator transitions. Transitions define when and how the state machine switches from one state to another. Animations.AnimatorCondition conditions that need to be met for a transition to happen. The destination state of the transition. The destination state machine of the transition. Is the transition destination the exit of the current state machine. Mutes the transition. The transition will never occur. Mutes all other transitions in the source state. Utility function to add a condition to a transition. The Animations.AnimatorCondition mode of the condition. The threshold value of the condition. The name of the parameter. Utility function to remove a condition from the transition. The condition to remove. AvatarMask are used to mask out humanoid body parts and transforms. Number of transforms. Creates a new AvatarMask. Returns true if the humanoid body part at the given index is active. The index of the humanoid body part. Returns true if the transform at the given index is active. The index of the transform. Returns the path of the transform at the given index. The index of the transform. Sets the humanoid body part at the given index to active or not. The index of the humanoid body part. Active or not. Sets the tranform at the given index to active or not. The index of the transform. Active or not. Sets the path of the transform at the given index. The index of the transform. The path of the transform. Avatar body part. The Body. The Head. Total number of body parts. The Left Arm. Left Fingers. Left Foot IK. Left Hand IK. The Left Leg. The Right Arm. Right Fingers. Right Foot IK. Right Hand IK. The Right Leg. The Root. Blend trees are used to blend continuously animation between their childs. They can either be 1D or 2D. Parameter that is used to compute the blending weight of the childs in 1D blend trees or on the X axis of a 2D blend tree. Parameter that is used to compute the blending weight of the childs on the Y axis of a 2D blend tree. The Blending type can be either 1D or different types of 2D. A copy of the list of the blend tree child motions. Sets the maximum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true. Sets the minimum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true. When active, the children's thresholds are automatically spread between 0 and 1. Utility function to add a child motion to a blend trees. The motion to add as child. The position of the child. When using 2D blend trees. The threshold of the child. When using 1D blend trees. Utility function to add a child motion to a blend trees. The motion to add as child. The position of the child. When using 2D blend trees. The threshold of the child. When using 1D blend trees. Utility function to add a child motion to a blend trees. The motion to add as child. The position of the child. When using 2D blend trees. The threshold of the child. When using 1D blend trees. Utility function to add a child blend tree to a blend tree. The position of the child. When using 2D blend trees. The threshold of the child. When using 1D blend trees. Utility function to add a child blend tree to a blend tree. The position of the child. When using 2D blend trees. The threshold of the child. When using 1D blend trees. Utility function to remove the child of a blend tree. The index of the blend tree to remove. The type of blending algorithm that the blend tree uses. Direct control of blending weight for each node. Best used when your motions do not represent different directions. This blend type is used when your motions represent different directions, however you can have multiple motions in the same direction, for example "walk forward" and "run forward". Basic blending using a single parameter. Best used when your motions represent different directions, such as "walk forward", "walk backward", "walk left", and "walk right", or "aim up", "aim down", "aim left", and "aim right". Structure that represents a state in the context of its parent state machine. The position the the state node in the context of its parent state machine. The state. Structure that represents a state machine in the context of its parent state machine. The position the the state machine node in the context of its parent state machine. The state machine. Structure that represents a motion in the context of its parent blend tree. Normalized time offset of the child. The parameter used by the child when used in a BlendTree of type BlendTreeType.Direct. Mirror of the child. The motion itself. The position of the child. Used in 2D blend trees. The threshold of the child. Used in 1D blend trees. The relative speed of the child. This class contains all the owner's information for this State Machine Behaviour. The Animations.AnimatorController that owns this state machine behaviour. The object that owns this state machine behaviour. Could be an Animations.AnimatorState or Animations.AnimatorStateMachine. The animator's layer index that owns this state machine behaviour. Which AnimatorState transitions can interrupt the Transition. The Transition can be interrupted by transitions in the destination AnimatorState. The Transition can be interrupted by transitions in the source or the destination AnimatorState. The Transition cannot be interrupted. Formely know as Atomic. The Transition can be interrupted by transitions in the source AnimatorState. The Transition can be interrupted by transitions in the source or the destination AnimatorState. Editor utility functions for modifying animation clips. Triggered when an animation curve inside an animation clip has been modified. Calculates path from root transform to target transform. Describes the type of modification that caused OnCurveWasModified to fire. Retrieves all curves from a specific animation clip. Retrieves all curves from a specific animation clip. Returns all the animatable bindings that a specific game object has. Returns the animated object that the binding is pointing to. Returns the array of AnimationClips that are referenced in the Animation component. Retrieves all animation events associated with the animation clip. Returns all the float curve bindings currently stored in the clip. Return the float curve that the binding is pointing to. Return the float curve that the binding is pointing to. Retrieves the current float value by sampling a curve value on a specific game object. Return the object reference curve that the binding is pointing to. Returns all the object reference curve bindings currently stored in the clip. Triggered when an animation curve inside an animation clip has been modified. Set the additive reference pose from referenceClip at time for animation clip clip. The animation clip to be used. The animation clip containing the reference pose. Time that defines the reference pose in referenceClip. Sets the array of AnimationClips to be referenced in the Animation component. Replaces all animation events in the animation clip. Adds, modifies or removes an editor float curve in a given clip. The animation clip to which the curve will be added. The bindings which defines the path and the property of the curve. The curve to add. Setting this to null will remove the curve. Adds, modifies or removes an object reference curve in a given clip. Setting this to null will remove the curve. .NET API compatibility level. .NET 2.0. .NET 2.0 Subset. Helpers for builtin arrays ... Appends item to the end of array. Appends items to the end of array. Compares two arrays. True if both have the same number of elements and the contents are equal. Clears the array. Determines if the array contains the item. True if item is in array, false otherwise. Find the index of the first element that satisfies the predicate. The zero-based index of the first occurrence of the element, if found; otherwise, �1. Index of first element with value value. The zero-based index of the element, if found; otherwise -1. Inserts item item at position index. Index of the last element with value value. The zero-based index of the element, if found; otherwise -1. Removes item from array. Remove element at position index. Method used for calculating a font's ascent. Ascender method. Bounding box method. Legacy bounding box method. Aspect ratio. 16:10 aspect ratio. 16:9 aspect ratio. 4:3 aspect ratio. 5:4 aspect ratio. Undefined aspect ratios. AssetBundle building map entry. AssetBundle name. AssetBundle variant. Asset names which belong to the given AssetBundle. An Interface for accessing assets and performing operations on assets. Adds objectToAdd to an existing asset at path. Object to add to the existing asset. Filesystem path to the asset. Adds objectToAdd to an existing asset identified by assetObject. Get the GUID for the asset at path. Filesystem path for the asset. GUID Removes all labels attached to an asset. Is object an asset? Is object an asset? Duplicates the asset at path and stores it at newPath. Filesystem path of the source asset. Filesystem path of the new asset to create. Creates a new asset at path. Object to use in creating the asset. Filesystem path for the new asset. Create a new folder. The name of the parent folder. The name of the new folder. The GUID of the newly created folder. Deletes the asset file at path. Filesystem path of the asset to be deleted. Exports the assets identified by assetPathNames to a unitypackage file in fileName. Exports the assets identified by assetPathNames to a unitypackage file in fileName. Exports the assets identified by assetPathNames to a unitypackage file in fileName. Exports the assets identified by assetPathNames to a unitypackage file in fileName. Search the asset database using a search filter string. The filter string can contain search data for: names, asset labels and types (class names). Specifying one or more folders will limit the searching to these folders and their child folders (and is faster than searching all assets). Array of matching asset GUIDs. Search the asset database using a search filter string. The filter string can contain search data for: names, asset labels and types (class names). Specifying one or more folders will limit the searching to these folders and their child folders (and is faster than searching all assets). Array of matching asset GUIDs. Creates a new unique path for an asset. Return all the AssetBundle names in the asset database. Array of asset bundle names. Returns the hash of all the dependencies of an asset. Path to the asset. Aggregate hash. Returns the path name relative to the project folder where the asset is stored. Returns the path name relative to the project folder where the asset is stored. The instance ID of the asset. A reference to the asset. The asset path name, or null, or an empty string if the asset does not exist. Returns the path name relative to the project folder where the asset is stored. The instance ID of the asset. A reference to the asset. The asset path name, or null, or an empty string if the asset does not exist. Gets the path to the asset file associated with a text .meta file. Get the paths of the assets which have been marked with the given assetBundle name. Get the asset paths from the given assetBundle name and asset name. Retrieves an icon for the asset at the given asset path. Given a pathName, returns the list of all assets that it depends on. The path to the asset for which dependencies are required. If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true. The paths of all assets that the input depends on. Given a pathName, returns the list of all assets that it depends on. The path to the asset for which dependencies are required. If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true. The paths of all assets that the input depends on. Given an array of pathNames, returns the list of all assets that the input depend on. The path to the assets for which dependencies are required. If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true. The paths of all assets that the input depends on. Given an array of pathNames, returns the list of all assets that the input depend on. The path to the assets for which dependencies are required. If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true. The paths of all assets that the input depends on. Returns all labels attached to a given asset. Given an absolute path to a directory, this method will return an array of all it's subdirectories. Gets the path to the text .meta file associated with an asset. The path to the asset. The path to the .meta text file or empty string if the file does not exist. Gets the path to the text .meta file associated with an asset. The path to the asset. The path to the .meta text file or empty string if the file does not exist. Return all the unused assetBundle names in the asset database. Translate a GUID to its current asset path. Import asset at path. Import asset at path. Imports package at packagePath into the current project. Is asset a foreign asset? Is asset a foreign asset? Is asset a main asset in the project window? Is asset a main asset in the project window? Is asset a native asset? Is asset a native asset? Use IsOpenForEdit to determine if the asset is open for edit by the version control. Is the path to the asset on disk relative to project folder. Used to give reason for not open. True is the asset can be edited. Use IsOpenForEdit to determine if the asset is open for edit by the version control. Is the path to the asset on disk relative to project folder. Used to give reason for not open. True is the asset can be edited. Use IsOpenForEdit to determine if the asset is open for edit by the version control. Is the path to the asset on disk relative to project folder. Used to give reason for not open. True is the asset can be edited. Use IsOpenForEdit to determine if the asset is open for edit by the version control. Is the path to the asset on disk relative to project folder. Used to give reason for not open. True is the asset can be edited. Does the asset form part of another asset? The asset Object to query. Instance ID of the asset Object to query. Does the asset form part of another asset? The asset Object to query. Instance ID of the asset Object to query. Given an absolute path to a folder, returns true if it exists, false otherwise. Returns all asset representations at assetPath. Returns an array of all asset objects at assetPath. Filesystem path to the asset. Returns the first asset object of type type at given path assetPath. Path of the asset to load. Data type of the asset. The asset matching the parameters Returns the main asset object at assetPath. Filesystem path of the asset to load. Move an asset file from one folder to another. The path where the asset currently resides. The path which the asset should be moved to. An empty string if the asset has been successfully moved, otherwise an error message. Moves the asset at path to the trash. Opens the asset with associated application. Opens the asset with associated application. Opens the asset with associated application. Opens the asset with associated application. Opens the asset(s) with associated application(s). Import any changed assets. Import any changed assets. Remove the assetBundle name from the asset database. The forceRemove flag is used to indicate if you want to remove it even it's in use. The assetBundle name you want to remove. Flag to indicate if you want to remove the assetBundle name even it's in use. Remove all the unused assetBundle names in the asset database. Rename an asset file. The path where the asset currently resides. The new name which should be given to the asset. An empty string, if the asset has been successfully renamed, otherwise an error message. Writes all unsaved asset changes to disk. Replaces that list of labels on an asset. Begin Asset importing. This lets you group several asset imports together into one larger import. Stop Asset importing. This lets you group several asset imports together into one larger import. Checks if an asset file can be moved from one folder to another. (Without actually moving the file). The path where the asset currently resides. The path which the asset should be moved to. An empty string if the asset can be moved, otherwise an error message. Writes the import settings to disk. Result of Asset delete operation Tells Unity that the asset was deleted by the callback. Unity will not try to delete the asset, but will delete the cached version and preview file. Tells the internal implementation that the callback did not delete the asset. The asset will be delete by the internal implementation. Tells Unity that the file cannot be deleted and Unity should leave it alone. Base class from which asset importers for specific asset types derive. Get or set the AssetBundle name. Get or set the AssetBundle variant. The path name of the asset for this importer. (Read Only) Get or set any user data. Retrieves the asset importer for the asset at path. Save asset importer settings if asset importer is dirty. Set the AssetBundle name and variant. AssetBundle name. AssetBundle variant. AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity. Result of Asset move Tells the internal implementation that the script moved the asset physically on disk. Tells the internal implementation that the asset was not moved physically on disk by the script. Tells the internal implementation that the script could not move the assets. AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets. Reference to the asset importer. The path name of the asset being imported. Override the order in which importers are processed. Returns the version of the asset postprocessor. Logs an import error message to the console. Logs an import error message to the console. Logs an import warning to the console. Logs an import warning to the console. Utility for fetching asset previews by instance ID of assets, See AssetPreview.GetAssetPreview. Since previews are loaded asynchronously methods are provided for requesting if all previews have been fully loaded, see AssetPreview.IsLoadingAssetPreviews. Loaded previews are stored in a cache, the size of the cache can be controlled by calling [AssetPreview.SetPreviewTextureCacheSize]. Returns a preview texture for an asset. Returns a preview texture for an instanceID of an asset. Returns the thumbnail for an object (like the ones you see in the project view). Returns the thumbnail for the type. Returns the thumbnail for the object's type. Loading previews is asynchronous so it is useful to know if a specific asset preview is in the process of being loaded so client code e.g can repaint while waiting for the loading to finish. InstanceID of the assset that a preview has been requested for by: AssetPreview.GetAssetPreview(). Loading previews is asynchronous so it is useful to know if any requested previews are in the process of being loaded so client code e.g can repaint while waiting. Set the asset preview cache to a size that can hold all visible previews on the screen at once. The number of previews that can be loaded into the cache before the least used previews are being unloaded. Antialiased curve rendering functionality used by audio tools in the editor. Curve evaluation function that allows simultaneous evaluation of the curve y-value and a color of the curve at that point. Normalized x-position in the range [0; 1] at which the curve should be evaluated. Color of the curve at the evaluated point. Curve evaluation function used to evaluate the curve y-value and at the specified point. Normalized x-position in the range [0; 1] at which the curve should be evaluated. Curve evaluation function that allows simultaneous evaluation of the min- and max-curves. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Additionally the color of the curve at this point is evaluated. Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. Color of the curve at the specified evaluation point. Returned value of the minimum curve. Clamped to [-1; 1]. Returned value of the maximum curve. Clamped to [-1; 1]. Renders a thin curve determined by the curve evaluation function. The solid color of the curve is set by the curveColor argument. Rectangle determining the size of the graph. Curve evaluation function. Solid fill color of the curve. The alpha-channel determines the amount of opacity. Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Solid fill color of the curve. The alpha-channel determines the amount of opacity. Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Solid fill color of the curve. The alpha-channel determines the amount of opacity. Fills the area between the two curves evaluated by the AudioMinMaxCurveAndColorEvaluator provided with smooth gradients along the edges. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and its vertical mirror image with smooth gradients along the edges. Useful for drawing amplitude plots of audio signals. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [0; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Audio importer lets you modify AudioClip import settings from editor scripts. Compression bitrate. The default sample settings for the AudioClip importer. Force this clip to mono? Corresponding to the "Load In Background" flag in the AudioClip inspector, when this flag is set, the loading of the clip will happen delayed without blocking the main thread. Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded. Clears the sample settings override for the given platform. The platform to clear the overrides for. Returns true if any overrides were actually cleared. Returns whether a given build target has its sample settings currently overridden. The platform to query if this AudioImporter has an override for. Returns true if the platform is currently overriden in this AudioImporter. Return the current override settings for the given platform. The platform to get the override settings for. The override sample settings for the given platform. Sets the override sample settings for the given platform. The platform which will have the sample settings overridden. The override settings for the given platform. Returns true if the settings were successfully overriden. Some setting overrides are not possible for the given platform, in which case false is returned and the settings are not registered. This structure contains a collection of settings used to define how an AudioClip should be imported. This structure is used with the AudioImporter to define how the AudioClip should be imported and treated during loading within the scene. CompressionFormat defines the compression type that the audio file is encoded to. Different compression types have different performance and audio artifact characteristics. LoadType defines how the imported AudioClip data should be loaded. Audio compression quality (0-1) Amount of compression. The value roughly corresponds to the ratio between the resulting and the source file sizes. Target sample rate to convert to when samplerateSetting is set to OverrideSampleRate. Defines how the sample rate is modified (if at all) of the importer audio file. The sample rate setting used within the AudioImporter. This defines the sample rate conversion of audio on import. Let Unity deduce the optimal sample rate for the AudioClip being imported. The audio file will be analysed and a minimal sample rate chosen while still preserving audio quality. Override the sample rate of the imported audio file with a custom value. Do not change the sample rate of the imported audio file. The sample rate will be preserved for the imported AudioClip. The base class used to create new sorting. The content to display to quickly identify the hierarchy's mode. The sorting method used to determine the order of GameObjects. Asset Bundle building options. Append the hash to the assetBundle name. Use chunk-based LZ4 compression when creating the AssetBundle. Includes all dependencies. Forces inclusion of the entire asset. Builds an asset bundle using a hash for the id of the object stored in the asset bundle. Do not include type information within the AssetBundle. Force rebuild the assetBundles. Ignore the type tree changes when doing the incremental build check. Build assetBundle without any special option. Don't compress the data when creating the asset bundle. Building options. Multiple options can be combined together. Used when building Xcode (iOS) or Eclipse (Android) projects. Allow script debuggers to attach to the player remotely. Run the built player. Build a compressed asset bundle that contains streamed scenes loadable with the WWW class. Build only the scripts of a project. Start the player with a connection to the profiler in the editor. Build a development version of the player. Build headless Linux standalone. Include assertions in the build. By default, the assertions are only included in development builds. Force full optimizations for script complilation in Development builds. Perform the specified build without any special settings or extra tasks. Show the built player. Symlink runtime libraries when generating iOS Xcode project. (Faster iteration time). Don't compress the data when creating the asset bundle. Copy UnityObject.js alongside Web Player so it wouldn't have to be downloaded from internet. Lets you programmatically build players or AssetBundles which can be loaded from the web. Is a player currently being built? Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) Build all AssetBundles specified in the editor. Output path for the AssetBundles. AssetBundle building options. Target build platform. Build AssetBundles from a building map. Output path for the AssetBundles. AssetBundle building options. Target build platform. AssetBundle building map. Builds a player. The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity). The path where the application will be built. The BuildTarget to build. Additional BuildOptions, like whether to run the built player. An error message if an error occurred. Builds one or more scenes and all their dependencies into a compressed asset bundle. Pathnames of levels to include in the asset bundle. Pathname for the output asset bundle. Runtime platform on which the asset bundle will be used. Output parameter to receive CRC checksum of generated assetbundle. Build options. See BuildOptions for possible values. String with an error message, empty on success. Builds one or more scenes and all their dependencies into a compressed asset bundle. Pathnames of levels to include in the asset bundle. Pathname for the output asset bundle. Runtime platform on which the asset bundle will be used. Output parameter to receive CRC checksum of generated assetbundle. Build options. See BuildOptions for possible values. String with an error message, empty on success. Builds one or more scenes and all their dependencies into a compressed asset bundle. Pathnames of levels to include in the asset bundle. Pathname for the output asset bundle. Runtime platform on which the asset bundle will be used. Output parameter to receive CRC checksum of generated assetbundle. Build options. See BuildOptions for possible values. String with an error message, empty on success. Builds one or more scenes and all their dependencies into a compressed asset bundle. Pathnames of levels to include in the asset bundle. Pathname for the output asset bundle. Runtime platform on which the asset bundle will be used. Output parameter to receive CRC checksum of generated assetbundle. Build options. See BuildOptions for possible values. String with an error message, empty on success. Extract the crc checksum for the given AssetBundle. Extract the hash for the given AssetBundle. Lets you manage cross-references and dependencies between different asset bundles and player builds. Lets you manage cross-references and dependencies between different asset bundles and player builds. Target build platform. Build an iOS player. OBSOLETE: Use iOS. Build an iOS player. Build to Apple's tvOS platform. Build an Android .apk standalone app. Build to Nintendo 3DS platform. Build a PS3 Standalone. Build a PS4 Standalone. Build a PS Vita Standalone. Build to Samsung Smart TV platform. Build a Linux standalone. Build a Linux 64-bit standalone. Build a Linux universal standalone. Build an OS X standalone (Intel only). Build an OSX Intel 64-bit standalone. Build a universal OSX standalone. Build a Windows standalone. Build a Windows 64-bit standalone. Build a Tizen player. WebGL. Build a web player. (This build target is deprecated. Building for web player will no longer be supported in future versions of Unity.) Build a streamed web player. Build a Wii U standalone. Build an Windows Store Apps player. Build a XBox Standalone. Build a Xbox One Standalone. Build target group. Apple iOS target. OBSOLETE: Use iOS. Apple iOS target. Apple's tvOS target. Android target. GLESEmu target. Nintendo 3DS target. Sony Playstation 3 target. Sony Playstation 4 target. Sony PS Vita target. Samsung Smart TV target. Mac/PC standalone target. Samsung Tizen target. Unknown target. WebGL. Mac/PC webplayer target. Nintendo Wii U target. Windows Store Apps target. Microsoft XBOX360 target. Microsoft Xbox One target. Base class for Attributes that require a callback index. Add this attribute to a method to get a notification after scripts have been reloaded. DidReloadScripts attribute. Order in which separate attributes will be processed. DidReloadScripts attribute. Order in which separate attributes will be processed. Callback attribute for opening an asset in Unity (e.g the callback is fired when double clicking an asset in the Project Browser). Add this attribute to a method to get a notification just after building the player. Add this attribute to get a callback just before building the scene. Attribute used to make a custom editor support multi-object editing. Stores a curve and its name that will be used to create additionnal curves during the import process. The animation curve. The name of the animation curve. AnimationClip mask options for ModelImporterClipAnimation. Use a mask from your project to specify which transforms animation should be imported. A mask containing all the transform in the file will be created internally. Used as input to ColorField to configure the HDR color ranges in the ColorPicker. Maximum allowed color component value when using the ColorPicker. Maximum exposure value allowed in the Color Picker. Minimum allowed color component value when using the ColorPicker. Minimum exposure value allowed in the Color Picker. Minimum brightness value allowed when using the Color Picker. Maximum brightness value allowed when using the Color Picker. Minimum exposure value used in the tonemapping section of the Color Picker. Maximum exposure value used in the tonemapping section of the Color Picker. Tells an Editor class which run-time type it's an editor for. If true, match this editor only if all non-fallback editors do not match. Defaults to false. Defines which object type the custom editor class can edit. Type that this editor can edit. If true, child classes of inspectedType will also show this editor. Defaults to false. Defines which object type the custom editor class can edit. Type that this editor can edit. If true, child classes of inspectedType will also show this editor. Defaults to false. Adds an extra preview in the Inspector for the specified type. Tells a DefaultPreview which class it's a preview for. The type you want to create a custom preview for. Tells a custom PropertyDrawer or DecoratorDrawer which run-time Serializable class or PropertyAttribute it's a drawer for. Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for. If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute. If true, the drawer will be used for any children of the specified class unless they define their own drawer. Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for. If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute. If true, the drawer will be used for any children of the specified class unless they define their own drawer. Direct3D 11 fullscreen mode. Exclusive mode. Fullscreen window. Direct3D 9 fullscreen mode. Exclusive mode. Fullscreen window. Base class to derive custom decorator drawers from. The PropertyAttribute for the decorator. (Read Only) Override this method to specify how tall the GUI for this decorator is in pixels. Override this method to make your own GUI for the decorator. Rectangle on the screen to use for the decorator GUI. DefaultAsset is used for assets that does not have a specific type (yet). Constructor. Editor drag & drop operations. Get or set ID of currently active drag and drop control. References to Object|objects being dragged. The file names being dragged. The visual indication of the drag. Accept a drag operation. Get data associated with current drag and drop operation. Clears drag & drop data. Set data associated with current drag and drop operation. Start a drag operation. Visual indication mode for Drag & Drop operation. Copy dragged objects. Generic drag operation. Link dragged objects to target. Move dragged objects. No indication (drag should not be performed). Rejected drag operation. Drawing modes for Handles.DrawCamera. Draw objects with the albedo component only. Display alpha channel of the rendering. Draw objects with baked GI only. Draw objects with different color for each chart (UV island). Draw with different color for each cluster. Draw diffuse color of Deferred Shading g-buffer. Draw world space normal of Deferred Shading g-buffer. Draw smoothness value of Deferred Shading g-buffer. Draw specular color of Deferred Shading g-buffer. Draw objects with directionality for real-time GI. Draw objects with the emission component only. Draw objects with real-time GI only. Draw lit clusters. Display texture resolution, with red tint indicating too high resolution, and blue tint indicating texture sizes that could be higher. Draw the camera like it would be drawn in-game. This uses the clear flags of the camera. Display scene overdraw, with brighter colors indicating more overdraw. Draw color-coded render paths. Draw directional light shadowmap cascades. Draw objects with different color for each GI system. Draw the camera textured with selection wireframe and no background clearing. Draw the camera where all objects have a wireframe overlay. and no background clearing. Draw the camera in wireframe and no background clearing. The DrawGizmo attribute allows you to supply a gizmo renderer for any Component. Defines when the gizmo should be invoked for drawing. Flags to denote when the gizmo should be drawn. Same as above. drawnGizmoType determines of what type the object we are drawing the gizmo of has to be. Flags to denote when the gizmo should be drawn. Type of object for which the gizmo should be drawn. Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects. A SerializedObject representing the object or objects being inspected. The object being inspected. An array of all the object being inspected. On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. The object the editor is tracking. The requested editor type. null for the default editor for the object. The previous editor for the object. Once CreateCachedEditor returns previousEditor is an editor for the targetObject or targetObjects. The objects the editor is tracking. On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. The object the editor is tracking. The requested editor type. null for the default editor for the object. The previous editor for the object. Once CreateCachedEditor returns previousEditor is an editor for the targetObject or targetObjects. The objects the editor is tracking. Make a custom editor for targetObject or targetObjects. All objects must be of same exact type. Make a custom editor for targetObject or targetObjects. All objects must be of same exact type. Make a custom editor for targetObject or targetObjects. All objects must be of same exact type. Make a custom editor for targetObject or targetObjects. All objects must be of same exact type. Draw the built-in inspector. Call this function to draw the header of the editor. The first entry point for Preview Drawing. The available area to draw the preview. Implement this method to show asset information on top of the asset preview. Override this method if you want to change the label of the Preview area. Override this method in subclasses if you implement OnPreviewGUI. True if this component can be Previewed in its current state. Implement this function to make a custom inspector. Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. Rectangle in which to draw the preview. Background image. Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. Rectangle in which to draw the preview. Background image. Override this method if you want to show custom controls in the preview header. Override this method if you want to render a static preview that shows. Repaint any inspectors that shows this editor. Does this edit require to be repainted constantly in its current state? Override this method in subclasses to return false if you don't want default margins. Main Application class. Path to the Unity editor contents folder. (Read Only) Returns the path to the Unity editor application. (Read Only) The path of the scene that the user has currently open (Will be an empty string if no scene is currently open). (Read Only) Delegate which is called once after all inspectors update. A callback to be raised when an object in the hierarchy changes. Each time an object is (or a group of objects are) created, renamed, parented, unparented or destroyed this callback is raised. Delegate for OnGUI events for every visible list item in the HierarchyWindow. Is editor currently compiling scripts? (Read Only) Is editor currently paused? Is editor currently in play mode? Is editor either currently in play mode, or about to switch to it? (Read Only) Is editor currently connected to Unity Remote 4 client app. Is true if the currently open scene in the editor contains unsaved modifications. Is editor currently updating? (Read Only) Delegate for changed keyboard modifier keys. Delegate for play mode state changes. Callback raised whenever the state of the Project window changes. Delegate for OnGUI events for every visible list item in the ProjectWindow. Callback raised whenever the contents of a window's search box are changed. The time since the editor was started. (Read Only) Delegate for generic updates. Plays system beep sound. Delegate to be called from EditorApplication callbacks. Set the hierarchy sorting method as dirty. Invokes the menu item in the specified path. Exit the Unity editor application. Delegate to be called for every visible list item in the HierarchyWindow on every OnGUI event. Load the given level additively in play mode asynchronously Load the given level additively in play mode. Load the given level in play mode asynchronously. Load the given level in play mode. Prevents loading of assemblies when it is inconvenient. Explicitly mark the current opened scene as modified. Create a new absolutely empty scene. Create a new scene. Open another project. The path of a project to open. Arguments to pass to command line. Opens the scene at path. Opens the scene at path additively. Delegate to be called for every visible list item in the ProjectWindow on every OnGUI event. Can be used to ensure repaint of the HierarchyWindow. Can be used to ensure repaint of the ProjectWindow. Saves all serializable assets that have not yet been written to disk (eg. Materials). Ask the user if he wants to save the open scene. Save the open scene. The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown. If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker. True if the save succeeded, otherwise false. Save the open scene. The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown. If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker. True if the save succeeded, otherwise false. Save the open scene. The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown. If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker. True if the save succeeded, otherwise false. Perform a single frame step. Must be called after LockReloadAssemblies, to reenable loading of assemblies. Defines how a curve is attached to an object that it controls. The transform path of the object that is animated. The property of the object that is animated. These work pretty much like the normal GUI functions - and also have matching implementations in EditorGUILayout. Is the platform-dependent "action" modifier key held down? (Read Only) The indent level of the field labels. Makes the following controls give the appearance of editing multiple different values. Check if any control was changed inside a block of code. Create a group of controls that can be disabled. Boolean specifying if the controls inside the group should be disabled. Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty. Rectangle on the screen to use for the control, including label if applicable. Optional label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label. The SerializedProperty to use for the control. The actual label to use for the control. Make Center & Extents field for entering a Bounds. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Make Center & Extents field for entering a Bounds. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Make a field for selecting a Color. Rectangle on the screen to use for the field. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null. The color selected by the user. Make a field for selecting a Color. Rectangle on the screen to use for the field. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null. The color selected by the user. Make a field for selecting a Color. Rectangle on the screen to use for the field. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null. The color selected by the user. Make a field for selecting a Color. Rectangle on the screen to use for the field. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null. The color selected by the user. Make a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Make a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Make a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Make a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Make a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Make a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Make a field for editing an AnimationCurve. Rectangle on the screen to use for the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. Make a delayed text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Rectangle on the screen to use for the float field. The float property to edit. Optional label to display in front of the float field. Pass GUIContent.none to hide label. Make a delayed text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Rectangle on the screen to use for the int field. The int property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. Make a delayed text field. Rectangle on the screen to use for the text field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Rectangle on the screen to use for the text field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Rectangle on the screen to use for the text field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Rectangle on the screen to use for the text field. The text property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. Create a group of controls that can be disabled. Create a new DisabledGroupScope and begin the corresponding group. Boolean specifying if the controls inside the group should be disabled. Make a text field for entering doubles. Rectangle on the screen to use for the double field. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering doubles. Rectangle on the screen to use for the double field. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering doubles. Rectangle on the screen to use for the double field. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. The value entered by the user. Draws the texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. Material to be used when drawing the texture. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Draws the texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. Material to be used when drawing the texture. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Draws the texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. Material to be used when drawing the texture. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Draws the texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. Material to be used when drawing the texture. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Draws a filled rectangle of color at the specified position and size within the current editor window. The position and size of the rectangle to draw. The color of the rectange. Draws the alpha channel of a texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Draws the alpha channel of a texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Draws the alpha channel of a texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Draws a label with a drop shadow. Where to show the label. Text to show @style style to use. Draws a label with a drop shadow. Where to show the label. Text to show @style style to use. Draws a label with a drop shadow. Where to show the label. Text to show @style style to use. Draws a label with a drop shadow. Where to show the label. Text to show @style style to use. Ends a change check started with BeginChangeCheck (). True if GUI.changed was set to true, otherwise false. Ends a disabled group started with BeginDisabledGroup. Ends a Property wrapper started with BeginProperty. Make a field for enum based masks. Rectangle on the screen to use for this control. Enum to use for the flags. Optional GUIStyle. Caption/label for the control. The value modified by the user. Make a field for enum based masks. Rectangle on the screen to use for this control. Enum to use for the flags. Optional GUIStyle. Caption/label for the control. The value modified by the user. Make a field for enum based masks. Rectangle on the screen to use for this control. Enum to use for the flags. Optional GUIStyle. Caption/label for the control. The value modified by the user. Make a field for enum based masks. Rectangle on the screen to use for this control. Enum to use for the flags. Optional GUIStyle. Caption/label for the control. The value modified by the user. Make a field for enum based masks. Rectangle on the screen to use for this control. Enum to use for the flags. Optional GUIStyle. Caption/label for the control. The value modified by the user. Make a field for enum based masks. Rectangle on the screen to use for this control. Enum to use for the flags. Optional GUIStyle. Caption/label for the control. The value modified by the user. Internal version that also gives you back which flags were changed and what they were changed to. Make an enum popup selection field for a bitmask. Rectangle on the screen to use for the field. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. The enum options that has been selected by the user. Make an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. The enum option that has been selected by the user. Make an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. The enum option that has been selected by the user. Make an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. The enum option that has been selected by the user. Make an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. The enum option that has been selected by the user. Make an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. The enum option that has been selected by the user. Make an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. The enum option that has been selected by the user. Make a text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Move keyboard focus to a named text field and begin editing of the content. Name set using GUI.SetNextControlName. Make a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Get the height needed for a PropertyField control. Height of the property area. Descriptive text or image. Should the returned height include the height of child properties? Get the height needed for a PropertyField control. Height of the property area. Descriptive text or image. Should the returned height include the height of child properties? Get the height needed for a PropertyField control. Height of the property area. Descriptive text or image. Should the returned height include the height of child properties? Make a label for some control. Rectangle on the screen to use in total for both the label and the control. Rectangle on the screen to use for the label. Label to show for the control. The unique ID of the control. If none specified, the ID of the following control is used. Optional GUIStyle to use for the label. Make a label for some control. Rectangle on the screen to use in total for both the label and the control. Rectangle on the screen to use for the label. Label to show for the control. The unique ID of the control. If none specified, the ID of the following control is used. Optional GUIStyle to use for the label. Make a label for some control. Rectangle on the screen to use in total for both the label and the control. Rectangle on the screen to use for the label. Label to show for the control. The unique ID of the control. If none specified, the ID of the following control is used. Optional GUIStyle to use for the label. Make a help box with a message to the user. Rectangle on the screen to draw the help box within. The message text. The type of message. Make an inspector-window-like titlebar. Rectangle on the screen to use for the titlebar. The foldout state shown with the arrow. The object (for example a component) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Make an inspector-window-like titlebar. Rectangle on the screen to use for the titlebar. The foldout state shown with the arrow. The object (for example a component) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Make an inspector-window-like titlebar. Rectangle on the screen to use for the titlebar. The foldout state shown with the arrow. The object (for example a component) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Make an inspector-window-like titlebar. Rectangle on the screen to use for the titlebar. The foldout state shown with the arrow. The object (for example a component) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Make a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Make an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Make an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Make an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Make an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Make an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Make an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Make an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Make an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Rectangle on the screen to use for the field. The SerializedProperty to use for the control. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional label in front of the field. Rectangle on the screen to use for the field. The SerializedProperty to use for the control. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional label in front of the field. Make a slider the user can drag to change an integer value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Make a slider the user can drag to change an integer value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Make a slider the user can drag to change an integer value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Make a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Make a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Make a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Make a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Make a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Make a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Make a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Make a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Make a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Make a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Make a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Make a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Make a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Make a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Make a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Make a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Make a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Make a text field for entering integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Make a text field for entering integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Make a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Make a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Make a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Make a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Make a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Make a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Make a special slider the user can use to specify a range between a min and a max. Optional label in front of the slider. Rectangle on the screen to use for the slider. The value the slider shows. This determines the position of the draggable thumb. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. Make a special slider the user can use to specify a range between a min and a max. Optional label in front of the slider. Rectangle on the screen to use for the slider. The value the slider shows. This determines the position of the draggable thumb. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. Make a multi-control with text fields for entering multiple floats in the same line. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. Array with small labels to show in front of each float field. There is room for one letter per field only. Array with the values to edit. Make a multi-control with text fields for entering multiple floats in the same line. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. Array with small labels to show in front of each float field. There is room for one letter per field only. Array with the values to edit. Make a multi-control with several property fields in the same line. Rectangle on the screen to use for the multi-property field. The SerializedProperty of the first property to make a control for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. Array with small labels to show in front of each float field. There is room for one letter per field only. Make a multi-control with several property fields in the same line. Rectangle on the screen to use for the multi-property field. The SerializedProperty of the first property to make a control for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. Array with small labels to show in front of each float field. There is room for one letter per field only. Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning scene objects. See Description for more info. The object that has been set by the user. Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning scene objects. See Description for more info. The object that has been set by the user. Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning scene objects. See Description for more info. The object that has been set by the user. Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning scene objects. See Description for more info. The object that has been set by the user. Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning scene objects. See Description for more info. The object that has been set by the user. Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning scene objects. See Description for more info. The object that has been set by the user. Make a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Make a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Make a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Make a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Make a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Make a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Make a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Make a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Make a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Make a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Make a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Make a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Make a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Make a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Make a label in front of some control. Rectangle on the screen to use in total for both the label and the control. The unique ID of the control. If none specified, the ID of the following control is used. Label to show in front of the control. Style to use for the label. Rectangle on the screen to use just for the control itself. Make a label in front of some control. Rectangle on the screen to use in total for both the label and the control. The unique ID of the control. If none specified, the ID of the following control is used. Label to show in front of the control. Style to use for the label. Rectangle on the screen to use just for the control itself. Make a label in front of some control. Rectangle on the screen to use in total for both the label and the control. The unique ID of the control. If none specified, the ID of the following control is used. Label to show in front of the control. Style to use for the label. Rectangle on the screen to use just for the control itself. Make a label in front of some control. Rectangle on the screen to use in total for both the label and the control. The unique ID of the control. If none specified, the ID of the following control is used. Label to show in front of the control. Style to use for the label. Rectangle on the screen to use just for the control itself. Make a progress bar. Rectangle on the screen to use in total for both the control. Value that is shown. Make a field for SerializedProperty. Rectangle on the screen to use for the property field. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). True if the property has children and is expanded and includeChildren was set to false; otherwise false. Make a field for SerializedProperty. Rectangle on the screen to use for the property field. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). True if the property has children and is expanded and includeChildren was set to false; otherwise false. Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty. The actual label to use for the control. Create a new PropertyScope and begin the corresponding property. Rectangle on the screen to use for the control, including label if applicable. Label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label. The SerializedProperty to use for the control. Make an X, Y, W & H field for entering a Rect. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Make an X, Y, W & H field for entering a Rect. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Make an X, Y, W & H field for entering a Rect. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Make an X, Y, W & H for Rect using SerializedProperty (not public). Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) Rectangle on the screen to use for the label. The text to show. Optional GUIStyle. Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) Rectangle on the screen to use for the label. The text to show. Optional GUIStyle. Make a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Make a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Make a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Make a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Make a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Make a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Make a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Make a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Make a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Make a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Make a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Make a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Make a text area. Rectangle on the screen to use for the text field. The text to edit. Optional GUIStyle. The text entered by the user. Make a text area. Rectangle on the screen to use for the text field. The text to edit. Optional GUIStyle. The text entered by the user. Make a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Make a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Make a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Make a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Make a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Make a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Make a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Make a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Make a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Make a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Make a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Make a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Rectangle on the screen to use for the toggle. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. The value set by the user. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Rectangle on the screen to use for the toggle. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. The value set by the user. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Rectangle on the screen to use for the toggle. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. The value set by the user. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Rectangle on the screen to use for the toggle. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. The value set by the user. Make an X & Y field for entering a Vector2. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Make an X & Y field for entering a Vector2. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Make an X, Y & Z field for entering a Vector3. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Make an X, Y & Z field for entering a Vector3. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Make an X, Y, Z & W field for entering a Vector4. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Auto-layouted version of EditorGUI. Begins a group that can be be hidden/shown and the transition will be animated. A value between 0 and 1, 0 being hidden, and 1 being fully visible. If the group is visible or not. Begin a horizontal group and get its rect back. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Begin a horizontal group and get its rect back. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Begin an automatically layouted scrollview. The position to use display. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Begin an automatically layouted scrollview. The position to use display. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Begin an automatically layouted scrollview. The position to use display. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Begin an automatically layouted scrollview. The position to use display. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Begin an automatically layouted scrollview. The position to use display. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Begin a vertical group with a toggle to enable or disable all the controls within at once. Label to show above the toggled controls. Enabled state of the toggle group. The enabled state selected by the user. Begin a vertical group with a toggle to enable or disable all the controls within at once. Label to show above the toggled controls. Enabled state of the toggle group. The enabled state selected by the user. Begin a vertical group and get its rect back. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Begin a vertical group and get its rect back. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make Center & Extents field for entering a Bounds. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make Center & Extents field for entering a Bounds. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make Center & Extents field for entering a Bounds. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a field for selecting a Color. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The color selected by the user. Make a field for selecting a Color. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The color selected by the user. Make a field for selecting a Color. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The color selected by the user. Make a field for selecting a Color. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The color selected by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. The float property to edit. Optional label to display in front of the float field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field for entering floats. The float property to edit. Optional label to display in front of the float field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. The int property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field for entering integers. The int property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. The text property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field. The text property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Closes a group started with BeginFadeGroup. Close a group started with BeginHorizontal. Ends a scrollview started with a call to BeginScrollView. Close a group started with BeginToggleGroup. Close a group started with BeginVertical. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make an enum popup selection field for a bitmask. Optional label in front of the field. The enum options the field shows. Optional layout options. The enum options that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The enum option that has been selected by the user. Begins a group that can be be hidden/shown and the transition will be animated. Whether the group is visible. Create a new FadeGroupScope and begin the corresponding group. A value between 0 and 1, 0 being hidden, and 1 being fully visible. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. The foldout state selected by the user. If true, you should render sub-objects. Get a rect for an Editor control. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Get a rect for an Editor control. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Get a rect for an Editor control. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Get a rect for an Editor control. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a help box with a message to the user. The message text. The type of message. If true, the box will cover the whole width of the window; otherwise it will cover the controls part only. Make a help box with a message to the user. The message text. The type of message. If true, the box will cover the whole width of the window; otherwise it will cover the controls part only. Disposable helper class for managing BeginHorizontal / EndHorizontal. The rect of the horizontal group. Create a new HorizontalScope and begin the corresponding horizontal group. The style to use for background image and padding values. If left out, the background is transparent. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Create a new HorizontalScope and begin the corresponding horizontal group. The style to use for background image and padding values. If left out, the background is transparent. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make an inspector-window-like titlebar. The foldout state shown with the arrow. The object (for example a component) or objects that the titlebar is for. The foldout state selected by the user. Make an inspector-window-like titlebar. The foldout state shown with the arrow. The object (for example a component) or objects that the titlebar is for. The foldout state selected by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional label in front of the field. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make an integer popup selection field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional label in front of the field. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make an integer popup selection field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional label in front of the field. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a text field for entering integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a special slider the user can use to specify a range between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a special slider the user can use to specify a range between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a field to receive any object type. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning scene objects. See Description for more info. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The object that has been set by the user. Make a field to receive any object type. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning scene objects. See Description for more info. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The object that has been set by the user. Make a field to receive any object type. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning scene objects. See Description for more info. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The object that has been set by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a label in front of some control. Label to show in front of the control. Make a label in front of some control. Label to show in front of the control. Make a label in front of some control. Label to show in front of the control. Make a label in front of some control. Label to show in front of the control. Make a label in front of some control. Label to show in front of the control. Make a label in front of some control. Label to show in front of the control. Make a field for SerializedProperty. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. True if the property has children and is expanded and includeChildren was set to false; otherwise false. Make a field for SerializedProperty. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. True if the property has children and is expanded and includeChildren was set to false; otherwise false. Make a field for SerializedProperty. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. True if the property has children and is expanded and includeChildren was set to false; otherwise false. Make a field for SerializedProperty. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. True if the property has children and is expanded and includeChildren was set to false; otherwise false. Make an X, Y, W & H field for entering a Rect. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y, W & H field for entering a Rect. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y, W & H field for entering a Rect. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Disposable helper class for managing BeginScrollView / EndScrollView. Whether this ScrollView should handle scroll wheel events. (default: true). The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Create a new ScrollViewScope and begin the corresponding ScrollView. The scroll position to use. Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. Create a new ScrollViewScope and begin the corresponding ScrollView. The scroll position to use. Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. Create a new ScrollViewScope and begin the corresponding ScrollView. The scroll position to use. Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. Create a new ScrollViewScope and begin the corresponding ScrollView. The scroll position to use. Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. Create a new ScrollViewScope and begin the corresponding ScrollView. The scroll position to use. Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) The text to show. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) The text to show. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a small space between the previous control and the following. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a text area. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text area. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Begin a vertical group with a toggle to enable or disable all the controls within at once. The enabled state selected by the user. Label to show above the toggled controls. Enabled state of the toggle group. Label to show above the toggled controls. Enabled state of the toggle group. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make an X & Y field for entering a Vector2. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X & Y field for entering a Vector2. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y & Z field for entering a Vector3. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y & Z field for entering a Vector3. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y, Z & W field for entering a Vector4. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Disposable helper class for managing BeginVertical / EndVertical. The rect of the vertical group. Create a new VerticalScope and begin the corresponding vertical group. The style to use for background image and padding values. If left out, the background is transparent. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Create a new VerticalScope and begin the corresponding vertical group. The style to use for background image and padding values. If left out, the background is transparent. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Miscellaneous helper stuff for EditorGUI. The width of the GUI area for the current EditorWindow or other view. Is a text field currently editing text? The minimum width in pixels reserved for the fields of Editor GUI controls. Is the Editor GUI is hierarchy mode? Is the user currently using the pro skin? (Read Only) The width in pixels reserved for labels of Editor GUI controls. Get the height used for a single Editor control such as a one-line EditorGUI.TextField or EditorGUI.Popup. Get the height used by default for vertical spacing between controls. The system copy buffer. Get a white texture. Is the Editor GUI currently in wide mode? Add a custom mouse pointer to a control. The rectangle the control should be shown within. The mouse cursor to use. ID of a target control. Add a custom mouse pointer to a control. The rectangle the control should be shown within. The mouse cursor to use. ID of a target control. Creates an event. Draw a color swatch. The rectangle to draw the color swatch within. The color to draw. Draw a curve swatch. The rectangle to draw the color swatch within. The curve to draw. The curve to draw as a SerializedProperty. The color to draw the curve with. The color to draw the background with. Optional parameter to specify the range of the curve which should be included in swatch. Draw a curve swatch. The rectangle to draw the color swatch within. The curve to draw. The curve to draw as a SerializedProperty. The color to draw the curve with. The color to draw the background with. Optional parameter to specify the range of the curve which should be included in swatch. Draw swatch with a filled region between two SerializedProperty curves. Draw swatch with a filled region between two curves. Get a texture from its source filename. Get one of the built-in GUI skins, which can be the game view, inspector or scene view skin as chosen by the parameter. Layout list of string items left to right, top to bottom in the given area. Area where to layout the items. Style for the items. Extra horizontal spacing between successive items. Extra vertical spacing between item rows. Strings to layout. List of rectangles for the passed items. Get the size that has been set using SetIconSize. The controlID of the currently showing object picker. The object currently selected in the object picker. Does a given class have per-object thumbnails? Fetch the GUIContent from the Unity builtin resources with the given name. Content name. Tooltip. Fetch the GUIContent from the Unity builtin resources with the given name. Content name. Tooltip. Check if any enabled camera can render to a particular display. Display index. True if a camera will render to the display. Load a built-in resource. Load a built-in resource that has to be there. Make all EditorGUI look like regular controls. Width to use for prefixed labels. Width of text entries. Make all EditorGUI look like regular controls. Width to use for prefixed labels. Width of text entries. Make all EditorGUI look like regular controls. Width to use for prefixed labels. Width of text entries. Make all EditorGUI look like simplified outline view controls. Return a GUIContent object with the name and icon of an Object. Ping an object in a window like clicking it in an inspector. Ping an object in a window like clicking it in an inspector. Send an input event into the game. Render all ingame cameras. The device coordinates to render all game cameras into. Show gizmos as well. Render all ingame cameras. The device coordinates to render all game cameras into. Show gizmos as well. Set icons rendered as part of GUIContent to be rendered at a specific size. Show the object picker from code. The object to be selected by default. Is selection of scene objects allowed, or should it only show assets. Default search filter to apply. The id of the control to set. This is useful if you are showing more than one of these. You can get the value at a later time. Utility functions for working with JSON data and engine objects. Overwrite data in an object by reading from its JSON representation. The JSON representation of the object. The object to overwrite. Generate a JSON representation of an object. The object to convert to JSON form. If true, format the output for readability. If false, format the output for minimum size. Default is false. The object's data in JSON format. Generate a JSON representation of an object. The object to convert to JSON form. If true, format the output for readability. If false, format the output for minimum size. Default is false. The object's data in JSON format. Stores and accesses Unity editor preferences. Removes all keys and values from the preferences. Use with caution. Removes key and its corresponding value from the preferences. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns true if key exists in the preferences. Sets the value of the preference identified by key. Sets the value of the preference identified by key. Sets the value of the preference identified by key as an integer. Sets the value of the preference identified by key. Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin. The skin used for game views. The skin used for inspectors. The skin used for scene views. Common GUIStyles used for EditorGUI controls. Bold font. Style for bold label. Style for label with small font which is centered and grey. Style used for headings for Color fields. Style used for headings for EditorGUI.Foldout. Style used for headings for EditorGUI.Foldout. Style used for background box for EditorGUI.HelpBox. Wrap content in a vertical group with this style to get the default margins used in the Inspector. Wrap content in a vertical group with this style to get full width margins in the Inspector. Style used for the labelled on all EditorGUI overloads that take a prefix label. Style for label with large font. Style used for headings for Layer masks. Mini Bold font. Style for mini bold label. Style used for a standalone small button. Style used for the leftmost button in a horizontal button group. Style used for the middle buttons in a horizontal group. Style used for the rightmost button in a horizontal group. Mini font. Style for label with small font. Smaller text field. Style used for field editors for numbers. Style used for headings for object fields. Style used for object fields that have a thumbnail (e.g Textures). Style used for headings for the Select button in object fields. Style used for EditorGUI.Popup, EditorGUI.EnumPopup,. Style used for a radio button. Standard font. Style used for EditorGUI.TextArea. Style used for EditorGUI.TextField. Style used for headings for EditorGUI.Toggle. Style used for headings for EditorGUILayout.BeginToggleGroup. Toolbar background from top of windows. Style for Button and Toggles in toolbars. Toolbar Dropdown. Toolbar Popup. Toolbar text field. Style for white bold label. Style for white label. Style for white large label. Style for white mini label. Style for word wrapped label. Style for word wrapped mini label. User build settings for the Editor The currently active build target. Triggered in response to SwitchActiveBuildTarget. DEFINE directives for the compiler. Enable source-level debuggers to connect. Android platform options. The texture compression type to be used when building. The build type to be used. Is build script only enabled. Build data compressed with PSArc. Start the player with a connection to the profiler. Enables a development build. Enables a Linux headless build. Are null references actively checked? Export Android Project for use wih Android Studio or Eclipse. Force installation of package, even if error. Force full optimizations for script complilation in Development builds. Place the built player in the build folder. Create a .cia "download image" for deploying to test kits (3DS). Build submission materials. PS4 Build Subtarget. PSM Build Subtarget. PS Vita Build subtarget. SCE Build subtarget. The currently selected build target group. The currently selected target for a standalone build. When building an Xbox One Streaming Install package (makepkg.exe) The layout generation code in Unity will assign each scene and associated assets to individual chunks. Unity will mark scene 0 as being part of the launch range, IE the set of chunks required to launch the game, you may include additional scenes in this launch range if you desire, this specifies a range of scenes (starting at 0) to be included in the launch set. Symlink runtime libraries with an iOS Xcode project. The texture compression type to be used when building. Optimization level for WebGL. Build the webplayer along with the UnityObject.js file (so it doesn't need to be downloaded). Select the streaming option for a webplayer build. Boot mode of a devkit. Wii U player debug level. Built player postprocessing options. Enable network API. Generate and reference C# projects from your main solution. Target Windows SDK. Xbox Build subtarget. The currently selected Xbox One Deploy Method. Network shared folder path e.g. MYCOMPUTER\SHAREDFOLDER\. Windows account username associated with PC share folder. Selected Xbox Run Method. Get the current location for the build. Is .NET Native enabled for specific build configuration. More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. Build configuration. True if .NET Native is enabled for the specific build configuration. Set a new location for the build. Enables or Disables .NET Native for specific build configuration. More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. Build configuration. Is enabled? Select a new build target to be active. True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI). Editor utility functions. Removes progress bar. Collect all objects in the hierarchy rooted at each of the given objects. Array of objects where the search will start. Array of objects heirarchically attached to the search array. Calculates and returns a list of all assets the assets listed in roots depend on. Compress a texture. Compress a texture. Copy all settings of a Unity Object. Creates a game object with HideFlags and specified components. Displays or updates a progress bar that has a cancel button. Displays a modal dialog. The title of the message box. The text of the message. Label displayed on the OK dialog button. Label displayed on the Cancel dialog button. Displays a modal dialog. The title of the message box. The text of the message. Label displayed on the OK dialog button. Label displayed on the Cancel dialog button. Displays a modal dialog with three buttons. Displays a popup menu. Displays or updates a progress bar. Saves an AudioClip or MovieTexture to a file. Brings the project window to the front and focuses it. Returns a text for a number of bytes. Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button). Translates an instance ID to a reference to an object. Determines if an object is stored on disk. Human-like sorting. Displays the "open file" dialog and returns the selected path name. Displays the "open file" dialog and returns the selected path name. Title for dialog. Default directory. File extensions in form { "Image files", "png,jpg,jpeg", "All files", "*" }. Displays the "open folder" dialog and returns the selected path name. Displays the "save file" dialog and returns the selected path name. Displays the "save file" dialog in the Assets folder of the project and returns the selected path name. Displays the "save folder" dialog and returns the selected path name. Marks target object as dirty. Set the enabled state of the object. Set whether the renderer's wireframe will be hidden when the renderer's gameobject is selected. Unloads assets that are not used. When true delete assets even if linked in scripts. Unloads assets that are not used. When true delete assets even if linked in scripts. Derive from this class to create an editor window. Does the window automatically repaint whenever the scene has changed? The EditorWindow which currently has keyboard focus. (Read Only) Is this window maximized. The maximum size of this window. The minimum size of this window. The EditorWindow currently under the mouse cursor. (Read Only) The position of the window in screen space. The title of this window. The GUIContent used for drawing the title of EditorWindows. Does the GUI in this editor window want MouseMove events? Mark the beginning area of all popup windows. Close the editor window. Close a window group started with EditorWindow.BeginWindows. Moves keyboard focus to this EditorWindow. Focuses the first found EditorWindow of specified type if it is open. The type of the window. Must derive from EditorWindow. Focuses the first found EditorWindow of type T if it is open. The type of the window. Must derive from EditorWindow. Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. An array of EditorWindow types that the window will attempt to dock onto. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. An array of EditorWindow types that the window will attempt to dock onto. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. An array of EditorWindow types that the window will attempt to dock onto. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Stop showing notification message. Make the window repaint. Sends an Event to a window. Show the EditorWindow. Show the EditorWindow. Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having. Is used for positioning the window. Is used for setting up initial size of the window. Show the editor window in the auxiliary window. Show a notification message. Shows an Editor window using popup-style framing. Show the EditorWindow as a floating utility window. Editor tools for working with persistent UnityEvents. Adds a persistent, preset call to the listener. Event to modify. Function to call. Argument to use when invoking. Adds a persistent, preset call to the listener. Event to modify. Function to call. Argument to use when invoking. Adds a persistent, preset call to the listener. Event to modify. Function to call. Argument to use when invoking. Adds a persistent, preset call to the listener. Event to modify. Function to call. Argument to use when invoking. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, preset call to the listener. Event to modify. Function to call. Argument to use when invoking. Adds a persistent, preset call to the listener. Event to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Argument to use when invoking. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Argument to use when invoking. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Argument to use when invoking. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Argument to use when invoking. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Argument to use when invoking. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Unregisters the given listener at the specified index. Event to modify. Index to unregister. Export package option. Multiple options can be combined together using the | operator. Default mode. Will not include dependencies or subdirectories nor include Library assets unless specifically included in the asset list. In addition to the assets paths listed, all dependent assets will be included as well. The exported package will include all library assets, ie. the project settings located in the Library folder of the project. The export operation will be run asynchronously and reveal the exported package file in a file browser window after the export is finished. Will recurse through any subdirectories listed and include all assets inside them. Lets you do move, copy, delete operations over files or directories. Copies a file or a directory. Copies the file or directory. Deletes a file or a directory given a path. Returns a unique path in the Temp folder within your current project. Moves a file or a directory from a given path to another path. Replaces a directory. Replaces a file. Font rendering mode constants for TrueTypeFontImporter. Use hinted font rendering without anti-aliasing. This is the crispest font rendering option, and may be most readable for small. Use Anti-Aliased Font rendering with hinting. This forces character lines to run along pixel boundaries, and generally produces. Use the OS default font rendering mode. This selects either FontRenderingMode.HintedSmooth or. Use Anti-Aliased Font rendering. When using dynamic fonts, this is the mode which is fastest in rendering font textures. Texture case constants for TrueTypeFontImporter. Import basic ASCII character set. Only import lower case ASCII character set. Only import upper case ASCII character set. Custom set of characters. Render characters into font texture at runtime as needed. Import a set of Unicode characters common for latin scripts. GameObject utility functions. Returns true if the passed in StaticEditorFlags are set on the GameObject specified. The GameObject to check. The flags you want to check. Whether the GameObject's static flags match the flags specified. Get the navmesh area index for the GameObject. GameObject to query. NavMesh area index. Get the navmesh area index from the area name. NavMesh area name to query. The NavMesh area index. If there is no NavMesh area with the requested name, the return value is -1. Get all the navmesh area names. Names of all the NavMesh areas. Get the navmesh layer for the GameObject. The GameObject to check. The navmesh layer for the GameObject specified. Get the navmesh layer from the layer name. The name of the navmesh layer. The layer number of the navmesh layer name specified. Get all the navmesh layer names. An array of the names of all navmesh layers. Gets the StaticEditorFlags of the GameObject specified. The GameObject whose flags you are interested in. The static editor flags of the GameObject specified. Get unique name for a new GameObject compared to existing siblings. Useful when trying to avoid duplicate naming. When duplicate(s) are found, uses incremental a number after the base name. Target parent for a new GameObject. Null means root level. Requested name for a new GameObject. Unique name for a new GameObject. Set the navmesh area for the gameobject. GameObject to modify. NavMesh area index to set. Set the navmesh layer for the GameObject. The GameObject on which to set the navmesh layer. The layer number you want to set. Sets the parent and gives the child the same layer and position. The GameObject that should have a new parent set. The GameObject that the child should get as a parent and have position and layer copied from. If null, this function does nothing. Sets the static editor flags on the specified GameObject. The GameObject whose static editor flags you want to set. The flags to set on the GameObject. The GenericMenu lets you create a custom context and dropdown menus. Add a disabled item to the menu. The GUIContent to display as a disabled menu item. Add an item to the menu. The GUIContent to add as a menu item. Whether to show the item is currently activated (i.e. a tick next to the item in the menu). The function to call when the menu item is selected. Add an item to the menu. The GUIContent to add as a menu item. Whether to show the item is currently activated (i.e. a tick next to the item in the menu). The function to call when the menu item is selected. The data to pass to the function called when the item is selected. Add a seperator item to the menu. The path to the submenu, if adding a separator to a submenu. When adding a separator to the top level of a menu, use an empty string as the path. Show the menu at the given screen rect. The position at which to show the menu. Get number of items in the menu. The number of items in the menu. Callback function, called when a menu item is selected. Callback function with user data, called when a menu item is selected. The data to pass through to the callback function. Show the menu under the mouse when right-clicked. Determines how a gizmo is drawn or picked in the Unity editor. Draw the gizmo if it is active (shown in the inspector). Draw the gizmo if it is selected or it is a child/descendent of the selected. Draw the gizmo if it is not selected. Draw the gizmo if it is not selected and also no parent/ancestor is selected. The gizmo can be picked in the editor. Draw the gizmo if it is selected. Base class for PropertyDrawer and DecoratorDrawer. Custom 3D GUI controls and drawing in the scene view. Color to use for handles that represent the center of something. Colors of the handles. Setup viewport and stuff for a current camera. The inverse of the matrix for all handle operations. Are handles lit? Matrix for all handle operations. Soft color to use for for general things. Color to use for the currently active handle. Color to use for handles that manipulates the X coordinate of something. Color to use for handles that manipulates the Y coordinate of something. Color to use for handles that manipulates the Z coordinate of something. Draw an arrow like those used by the move tool. The control ID for the handle. The world-space position of the handle's start point. The rotation of the handle. The size of the handle in world-space units. Begin a 2D GUI block inside the 3D handle GUI. The position and size of the 2D GUI area. Begin a 2D GUI block inside the 3D handle GUI. The position and size of the 2D GUI area. Make a 3D Button. The world-space position to draw the button. The rotation of the button. The visual size of the button. The size of the button for the purpose of detecting a click. The draw style of the button. True when the user clicks the button. Draw a camera-facing Circle. Pass this into handle functions. The control ID for the handle. The world-space position for the start of the handle. The rotation of the handle. The size of the handle in world-space units. Clears the camera. Where in the Scene to clear. The camera to clear. Draw a Cone. Pass this into handle functions. The control ID for the handle. The world-space position of the handle's start point. The rotation of the handle. The size of the handle in world-space units. Draw a cube. Pass this into handle functions. The control ID for the handle. The world-space position of the handle's start point. The rotation of the handle. The size of the handle in world-space units. Draw a Cylinder. Pass this into handle functions. The control ID for the handle. The world-space position of the handle's start point. The rotation of the handle. The size of the handle in world-space units. Make a 3D disc that can be dragged with the mouse. The rotation of the disc. The center of the disc. The axis to rotate around. The size of the disc in world space See Also:HandleUtility.GetHandleSize. If true, only the front-facing half of the circle is draw / draggable. This is useful when you have many overlapping rotation axes (like in the default rotate tool) to avoid clutter. The new value after the user has modified it. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Draw a camera-facing dot. Pass this into handle functions. The control ID for the handle. The world-space position of the handle's start point. The rotation of the handle. The size of the handle in world-space units. Draw anti-aliased convex polygon specified with point array. List of points describing the convex polygon. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. List of points to build the line from. Draw textured bezier line through start and end points with the given tangents. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The bezier curve will be swept using this texture. The start point of the bezier line. The end point of the bezier line. The start tangent of the bezier line. The end tangent of the bezier line. The color to use for the bezier line. The texture to use for drawing the bezier line. The width of the bezier line. Draws a camera inside a rectangle. The area to draw the camera within in GUI coordinates. The camera to draw. How the camera is drawn (textured, wireframe, etc). Parameters of grid drawing (can be omitted). Draws a camera inside a rectangle. The area to draw the camera within in GUI coordinates. The camera to draw. How the camera is drawn (textured, wireframe, etc.). Draws a camera inside a rectangle. The area to draw the camera within in GUI coordinates. The camera to draw. How the camera is drawn (textured, wireframe, etc.). The function to use for drawing the handle e.g. Handles.RectangleCap. Draw a dotted line from p1 to p2. The start point. The end point. The size in pixels for the lengths of the line segments and the gaps between them. Draw a list of dotted line segments. A list of pairs of points that represent the start and end of line segments. The size in pixels for the lengths of the line segments and the gaps between them. Draw a list of indexed dotted line segments. A list of points. A list of pairs of indices to the start and end points of the line segments. The size in pixels for the lengths of the line segments and the gaps between them. Draw a line from p1 to p2. Draw a list of line segments. A list of pairs of points that represent the start and end of line segments. Draw a list of indexed line segments. A list of points. A list of pairs of indices to the start and end points of the line segments. Draw a line going through the list of all points. Draw a circular sector (pie piece) in 3D space. The center of the circle. The normal of the circle. The direction of the point on the circumference, relative to the center, where the sector begins. The angle of the sector, in degrees. The radius of the circle Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Draw a solid flat disc in 3D space. The center of the dics. The normal of the disc. The radius of the dics Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Draw a solid outlined rectangle in 3D space. The 4 vertices of the rectangle in world coordinates. The color of the rectangle's face. The outline color of the rectangle. Draw a circular arc in 3D space. The center of the circle. The normal of the circle. The direction of the point on the circle circumference, relative to the center, where the arc begins. The angle of the arc, in degrees. The radius of the circle Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Draw the outline of a flat disc in 3D space. The center of the dics. The normal of the disc. The radius of the dics Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. End a 2D GUI block and get back to the 3D handle GUI. Make an unconstrained movement handle. The position of the handle. The rotation of the handle. this defines the space along. The size of the handle. The function to use for drawing the handle, eg, Handles.RectangleCap Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make an unconstrained rotation handle. Orientation of the handle. Center of the handle in 3D space. The size of the handle. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Get the width and height of the main game view. Make a text label positioned in 3D space. Position in 3D space as seen from the current handle camera. Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a text label positioned in 3D space. Position in 3D space as seen from the current handle camera. Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a text label positioned in 3D space. Position in 3D space as seen from the current handle camera. Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a text label positioned in 3D space. Position in 3D space as seen from the current handle camera. Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a text label positioned in 3D space. Position in 3D space as seen from the current handle camera. Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Retuns an array of points to representing the bezier curve. See Handles.DrawBezier. Make a 3D Scene view position handle. Center of the handle in 3D space. Orientation of the handle in 3D space. The new position. If the user has not performed any operation, it will return the same value as you passed it in postion. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a Scene view radius handle. Orientation of the handle. Center of the handle in 3D space. Radius to modify. The modified radius Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a Scene view radius handle. Orientation of the handle. Center of the handle in 3D space. Radius to modify. The modified radius Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a Scene view rotation handle. Orientation of the handle. Center of the handle in 3D space. The modified rotation Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a Scene view scale handle. Scale to modify. The position of the handle. The rotation of the handle. The new scale vector. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a directional scale slider. The value the user can modify. The position of the handle. The direction of the handle. The rotation of whole object. The size of the handle. The new value after the user has modified it. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a single-float draggable handle. The value the user can modify. The position of the handle. The rotation of the handle. The size of the handle. The function to use for drawing the handle e.g. Handles.RectangleCap. The new value after the user has modified it. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Draw a camera facing selection frame. Set the current camera so all Handles and Gizmos are draw with its settings. Set the current camera so all Handles and Gizmos are draw with its settings. Make a 3D slider. The position of the current point. The direction of the sliding. 3D size the size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. The snap value (see Handles.SnapValue). Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a 3D slider. The position of the current point. The direction of the sliding. 3D size the size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. The snap value (see Handles.SnapValue). Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Slide a handle in a 2D plane. (optional) override the default ControlID for this Slider2D instance. The position of the current point. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle, only used for rendering of the handle. The first direction of the sliding. The second direction of the sliding. The size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. The new handle position Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Slide a handle in a 2D plane. (optional) override the default ControlID for this Slider2D instance. The position of the current point. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle, only used for rendering of the handle. The first direction of the sliding. The second direction of the sliding. The size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. The new handle position Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Slide a handle in a 2D plane. (optional) override the default ControlID for this Slider2D instance. The position of the current point. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle, only used for rendering of the handle. The first direction of the sliding. The second direction of the sliding. The size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. The new handle position Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Slide a handle in a 2D plane. (optional) override the default ControlID for this Slider2D instance. The position of the current point. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle, only used for rendering of the handle. The first direction of the sliding. The second direction of the sliding. The size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. The new handle position Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Slide a handle in a 2D plane. (optional) override the default ControlID for this Slider2D instance. The position of the current point. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle, only used for rendering of the handle. The first direction of the sliding. The second direction of the sliding. The size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. The new handle position Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Slide a handle in a 2D plane. (optional) override the default ControlID for this Slider2D instance. The position of the current point. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle, only used for rendering of the handle. The first direction of the sliding. The second direction of the sliding. The size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. The new handle position Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Slide a handle in a 2D plane. (optional) override the default ControlID for this Slider2D instance. The position of the current point. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle, only used for rendering of the handle. The first direction of the sliding. The second direction of the sliding. The size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. The new handle position Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Slide a handle in a 2D plane. (optional) override the default ControlID for this Slider2D instance. The position of the current point. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle, only used for rendering of the handle. The first direction of the sliding. The second direction of the sliding. The size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. The new handle position Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Rounds the value val to the closest multiple of snap (snap can only be posiive). The rounded value, if snap is positive, and val otherwise. Draw a Sphere. Pass this into handle functions. Helper functions for Scene View style 3D GUI. Get standard acceleration for dragging values (Read Only). Get nice mouse delta to use for dragging a float value (Read Only). Get nice mouse delta to use for zooming (Read Only). Record a distance measurement from a handle. Add the ID for a default control. This will be picked if nothing else is. Map a mouse drag onto a movement along a line in 3D space. The source point of the drag. The destination point of the drag. The 3D position the dragged object had at src ray. 3D direction of constrained movement. The distance travelled along constraintDir. Get the point on an arc (in 3D space) which is closest to the current mouse position. Get the point on an disc (in 3D space) which is closest to the current mouse position. Get the point on a polyline (in 3D space) which is closest to the current mouse position. Calculate distance between a point and a Bezier curve. Calculate distance between a point and a line. Distance from a point p in 2d to a line defined by two points a and b. Distance from a point p in 2d to a line segment defined by two points a and b. Pixel distance from mouse pointer to a 3D section of a disc. Pixel distance from mouse pointer to camera facing circle. Pixel distance from mouse pointer to a 3D disc. Pixel distance from mouse pointer to line. Pixel distance from mouse pointer to a polyline. Pixel distance from mouse pointer to a rectangle on screen. Get world space size of a manipulator handle at given position. Convert 2D GUI position to a world space ray. Pick game object closest to specified position. Select prefab. Returns index into material array of the Renderer component that is closest to specified position. Pick game object closest to specified position. Select prefab. Returns index into material array of the Renderer component that is closest to specified position. Pick GameObjects that lie within a specified screen rectangle. An screen rectangle specified with pixel coordinates. Returns the parameter for the projection of the point on the given line. Retrieve all camera settings. Project point onto a line. Store all camera settings. Casts ray against the scene and report if an object lies in its path. A boxed RaycastHit, null if nothing hit it. Repaint the current view. Calculate a rectangle to display a 2D GUI element near a projected point in 3D space. The world-space position to use. The content to make room for. The style to use. The style's alignment. Convert world space point to a 2D GUI position. Point in world space. Helper class to access Unity documentation. Open url in the default web browser. Get the URL for this object's documentation. The object to retrieve documentation for. The documentation URL for the object. Note that this could use the http: or file: schemas. Is there a help page for this object? Show help page for this object. Show a help page. Use this class to highlight elements in the editor for use in in-editor tutorials and similar. Is there currently an active highlight? The rect in screenspace of the current active highlight. The text of the current active highlight. Is the current active highlight visible yet? Highlights an element in the editor. The title of the window the element is inside. The text to identify the element with. Optional mode to specify how to search for the element. true if the requested element was found; otherwise false. Highlights an element in the editor. The title of the window the element is inside. The text to identify the element with. Optional mode to specify how to search for the element. true if the requested element was found; otherwise false. Call this method to create an identifiable rect that the Highlighter can find. The position to make highlightable. The identifier text of the rect. Stops the active highlight. Used to specify how to find a given element in the editor to highlight. Highlights the first element found using any of the search modes. Highlights an element containing text using the text as identifier. Highlights an element with a given identifier text. Highlights nothing. Highlights an entire editor control using its label text as identifier. Asset importing options. Default import options. Force a full reimport but don't download the assets from the cache server. Import all assets synchronously. Forces asset import as uncompressed for edition facilities. User initiated asset import. When a folder is imported, import all its contents as well. Allow an editor class to be initialized when Unity loads without action from the user. Allow an editor class method to be initialized when Unity loads without action from the user. A device requirement description used for configuration of App Slicing. The values of the device requirement description. Constructs new device requirement description. Supported iOS SDK versions. Device SDK. Simulator SDK. Activity Indicator on loading. Don't Show. Gray. White. White Large. iOS status bar style. Black opaque. Black translucent. Default. Target iOS device. iPad Only. Universal : iPhone/iPod + iPad. iPhone/iPod Only. Supported iOS deployment versions. iOS 4.0. iOS 4.1. iOS 4.2. iOS 4.3. iOS 5.0. iOS 5.1. iOS 6.0. iOS 7.0. iOS 7.1. iOS 8.0. iOS 8.1. Unknown iOS version, managed by user. The lighting data asset used by the active scene. Bake quality setting for LightmapEditorSettings. High quality bake for final renderings. Low quality bake for preview renderings. Various settings for the bake. Beyond this distance a ray is considered to be unoccluded. The maximum height of an individual lightmap texture. The maximum width of an individual lightmap texture. Texel separation between shapes. Determines how Unity will compress baked reflection cubemap. Lightmap resolution in texels per world unit. Higher resolution may take a long time to bake. Whether to use DXT1 compression on the generated lightmaps. A collection of parameters that impact lightmap and realtime GI computations. The maximum number of times to supersample a texel to reduce aliasing. The percentage of rays shot from a ray origin that must hit front faces to be considered usable. BakedLightmapTag is an integer that affects the assignment to baked lightmaps. Objects with different values for bakedLightmapTag are guaranteed to not be assigned to the same lightmap even if the other baking parameters are the same. The radius (in texels) of the post-processing filter that blurs baked direct lighting. Controls the resolution at which Enlighten stores and can transfer input light. The number of rays used for lights with an area. Allows for accurate soft shadowing. Whether pairs of edges should be stitched together. The amount of data used for realtime GI texels. Specifies how detailed view of the scene a texel has. Small values mean more averaged out lighting. The number of rays to cast for computing irradiance form factors. If enabled, the object appears transparent during GlobalIllumination lighting calculations. Maximum size of gaps that can be ignored for GI (multiplier on pixel size). The texel resolution per meter used for realtime lightmaps. This value is multiplied by LightmapEditorSettings.resolution. System tag is an integer identifier. It lets you force an object into a different Enlighten system even though all the other parameters are the same. The maximum number of times to supersample a texel to reduce aliasing in AO. The number of rays to cast for computing ambient occlusion. Allows to control the lightmapping job. Boost the albedo. Returns the current lightmapping build progress or 0 if Lightmapping.isRunning is false. Delegate which is called when bake job is completed. The lightmap baking workflow mode used. Iterative mode is default, but you can switch to on demand mode which bakes only when the user presses the bake button. Scale for indirect lighting. Returns true when the bake job is running, false otherwise (Read Only). The lighting data asset used by the active scene. Stars a synchronous bake job. Starts an asynchronous bake job. Starts a synchronous bake job, but only bakes light probes. Starts an asynchronous bake job, but only bakes light probes. Bakes an array of scenes. The path of the scenes that should be baked. Starts a synchronous bake job for the probe. Target probe. The location where cubemap will be saved. Returns true if baking was succesful. Starts a synchronous bake job for the selected objects. Starts an asynchronous bake job for the selected objects. Cancels the currently running asynchronous bake job. Deletes all lightmap assets and makes all lights behave as if they weren't baked yet. Clears the cache used by lightmaps, reflection probes and default reflection. Remove the lighting data asset used by the current scene. Get how many chunks the terrain is divided into for GI baking. The terrain. Number of chunks in terrain width. Number of chunks in terrain length. Workflow mode for lightmap baking. Default is Iterative. Always run lightmapping, changes to the scene are detected automatically. Deprecated 4.x lightmapping support. Run lightmapping only when the user presses the bake button. Delegate used by Lightmapping.completed callback. Calculates a Delaunay Tetrahedralization of the 'positions' point set - the same way the lightmapper. LOD Utility Helpers. Recalculate the bounding region for the given LODGroup. Mac fullscreen mode. Capture the display. Fullscreen window. Fullscreen window with Dock and Menu bar. The Unity Material Editor. Is the current material expanded. Useful for indenting shader properties that need the same indent as mini texture field. Apply initial MaterialPropertyDrawer values. Apply initial MaterialPropertyDrawer values. Called when the Editor is woken up. Draw a property field for a color shader property. Label for the property. Draw a property field for a color shader property. Label for the property. Default handling of preview area for materials. Default toolbar for material preview area. Handles UI for one shader property ignoring any custom drawers. Handles UI for one shader property ignoring any custom drawers. Draw a property field for a float shader property. Label for the property. Draw a property field for a float shader property. Label for the property. Calculate height needed for the property, ignoring custom drawers. Utility method for GUI layouting ShaderGUI. Used e.g for the rect after a left aligned Color field. Field Rect. A sub rect of the input Rect. Utility method for GUI layouting ShaderGUI. Field Rect. A sub rect of the input Rect. Utility method for GUI layouting ShaderGUI. Field Rect. A sub rect of the input Rect. Get shader property information of the passed materials. Get information about a single shader property. Selected materials. Property name. Property index. Get information about a single shader property. Selected materials. Property name. Property index. Calculate height needed for the property. Calculate height needed for the property. Utility method for GUI layouting ShaderGUI. This is the rect after the label which can be used for multiple properties. The input rect can be fetched by calling: EditorGUILayout.GetControlRect. Line Rect. A sub rect of the input Rect. Utility method for GUI layouting ShaderGUI. Field Rect. A sub rect of the input Rect. Get the value of a given texture offset for a given texture property. Name of the texture property that you wish to examine the offset of. Does the x offset have multiple values? Does the y offset have multiple values? Returns the free rect below the label and before the large thumb object field. Is used for e.g. tiling and offset properties. The total rect of the texture property. Get the value of a given texture scale for a given texture property. Name of the texture property that you wish to examine the scale of. Does the x scale have multiple values? Does the y scale have multiple values? Can this component be Previewed in its current state? True if this component can be Previewed in its current state. Make a help box with a message and button. Returns true, if button was pressed. The message text. The button text. Returns true, if button was pressed. This function will draw the UI for the lightmap emission property. (None, Realtime, baked) See Also: MaterialLightmapFlags. This function will draw the UI for the lightmap emission property. (None, Realtime, baked) See Also: MaterialLightmapFlags. This function will draw the UI for the lightmap emission property. (None, Realtime, baked) See Also: MaterialLightmapFlags. Called when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly. Called when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly. Implement specific MaterialEditor GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. Custom preview for Image component. Rectangle in which to draw the preview. Background image. Whenever a material property is changed call this function. This will rebuild the inspector and validate the properties. Default rendering of shader properties. Array of material properties. Render the standard material properties. This method will either render properties using a IShaderGUI instance if found otherwise it uses PropertiesDefaultGUI. Returns true if any value was changed. Draw a range slider for a range shader property. Label for the property. Draw a range slider for a range shader property. Label for the property. Call this when you change a material property. It will add an undo for the action. Undo Label. Does this edit require to be repainted constantly in its current state? Set EditorGUIUtility.fieldWidth and labelWidth to the default values that PropertiesGUI uses. Set the shader of the material. Shader to set. Should undo be registered. Set the shader of the material. Shader to set. Should undo be registered. Set the offset of a given texture property. Name of the texture property that you wish to modify the offset of. Scale to set. Set the x or y component of the offset (0 for x, 1 for y). Set the scale of a given texture property. Name of the texture property that you wish to modify the scale of. Scale to set. Set the x or y component of the scale (0 for x, 1 for y). Handes UI for one shader property. Handes UI for one shader property. Checks if particular property has incorrect type of texture specified by the material, displays appropriate warning and suggests the user to automatically fix the problem. The texture property to check and display warning for, if necessary. Draw a property field for a texture shader property. Label for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Draw scale / offset. Draw a property field for a texture shader property that only takes up a single line height. Rect that this control should be rendered in. Label for the field. Returns total height used by this control. Method for showing a texture property control with additional inlined properites. The label used for the texture property. The texture property. First optional property inlined after the texture property. Second optional property inlined after the extraProperty1. Returns the Rect used. Method for showing a texture property control with additional inlined properites. The label used for the texture property. The texture property. First optional property inlined after the texture property. Second optional property inlined after the extraProperty1. Returns the Rect used. Method for showing a texture property control with additional inlined properites. The label used for the texture property. The texture property. First optional property inlined after the texture property. Second optional property inlined after the extraProperty1. Returns the Rect used. Method for showing a compact layout of properties. The label used for the texture property. The texture property. First extra property inlined after the texture property. Label for the second extra property (on a new line and indented). Second property on a new line below the texture. Returns the Rect used. Method for showing a texture property control with a HDR color field and its color brightness float field. The label used for the texture property. The texture property. The color property (will be treated as a HDR color). The HDR color configuration used by the HDR Color Picker. If false then the alpha channel information will be hidden in the GUI. Return the Rect used. Draws tiling and offset properties for a texture. Rect to draw this control in. Property to draw. If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'. Draws tiling and offset properties for a texture. Rect to draw this control in. Property to draw. If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'. TODO. TODO. Draw a property field for a vector shader property. Label for the field. Draw a property field for a vector shader property. Label for the field. Describes information and value of a single shader property. Color value of the property. Display name of the property (Read Only). Flags that control how property is displayed (Read Only). Float vaue of the property. Does this property have multiple different values? (Read Only) Name of the property (Read Only). Min/max limits of a ranged float property (Read Only). Material objects being edited by this property (Read Only). Texture dimension (2D, Cubemap etc.) of the property (Read Only). Texture value of the property. Type of the property (Read Only). Vector value of the property. Flags that control how a MaterialProperty is displayed. Signifies that values of this property contain High Dynamic Range (HDR) data. Do not show the property in the inspector. No flags are set. Signifies that values of this property contain Normal (normalized vector) data. Do not show UV scale/offset fields next to a texture. Texture value for this property will be queried from renderer's MaterialPropertyBlock, instead of from the material. This corresponds to the "[PerRendererData]" attribute in front of a property in the shader code. Material property type. Color property. Float property. Ranged float (with min/max values) property. Texture property. Vector property. Texture dimension of a property. Texture property accepts any texture type. Cubemap property. No texture type is set. Texture2D property. Texture3D property. Base class to derive custom material property drawers from. Apply extra initial values to the material. The MaterialProperty to apply values for. Override this method to specify how tall the GUI for this property is in pixels. The MaterialProperty to make the custom GUI for. The label of this property. Current material editor. Override this method to make your own GUI for the property. Rectangle on the screen to use for the property GUI. The MaterialProperty to make the custom GUI for. The label of this property. Current material editor. A pair of from and to indices describing what thing keeps what other thing alive. Index into a virtual list of all GC handles, followed by all native objects. Index into a virtual list of all GC handles, followed by all native objects. Description of a field of a managed type. Is this field static? Name of this field. Offset of this field. The typeindex into PackedMemorySnapshot.typeDescriptions of the type this field belongs to. A dump of a piece of memory from the player that's being profiled. The actual bytes of the memory dump. The start address of this piece of memory. MemorySnapshot is a profiling tool to help diagnose memory usage. Event that will be fired when a new memory snapshot comes in through the profiler connection. Its argument will be a PackedMemorySnapshot. Requests a new snapshot from the currently connected target of the profiler. Currently only il2cpp-based players are able to provide memory snapshots. A description of a GC handle used by the virtual machine. The address of the managed object that the GC handle is referencing. PackedMemorySnapshot is a compact representation of a memory snapshot that a player has sent through the profiler connection. Connections is an array of from,to pairs that describe which things are keeping which other things alive. All GC handles in use in the memorysnapshot. Array of actual managed heap memory sections. All native C++ objects that were loaded at time of the snapshot. Descriptions of all the C++ unity types the profiled player knows about. Descriptions of all the managed types that were known to the virtual machine when the snapshot was taken. Information about the virtual machine running executing the managade code inside the player. A description of a C++ unity type. ClassId of the base class of this C++ class. Name of this C++ unity type. Description of a C++ unity object in memory. ClassId of this C++ object. Use this classId to index into PackedMemorySnapshot.nativeTypes. The hideFlags this native object has. InstanceId of this object. Has this object has been marked as DontDestroyOnLoad? Is this native object an internal Unity manager object? Is this object persistent? (Assets are persistent, objects stored in scenes are persistent, dynamically created objects are not) Name of this object. Size in bytes of this object. Description of a managed type. If this is an arrayType, this will return the rank of the array. (1 for a 1-dimensional array, 2 for a 2-dimensional array, etc) Name of the assembly this type was loaded from. The base type for this type, pointed to by an index into PackedMemorySnapshot.typeDescriptions. An array containing descriptions of all fields of this type. Is this type an array? Is this type a value type? (if it's not a value type, it's a reference type) Name of this type. Size in bytes of an instance of this type. If this type is an arraytype, this describes the amount of bytes a single element in the array will take up. The actual contents of the bytes that store this types static fields, at the point of time when the snapshot was taken. The typeIndex of this type. This index is an index into the PackedMemorySnapshot.typeDescriptions array. The address in memory that contains the description of this type inside the virtual machine. This can be used to match managed objects in the heap to their corresponding TypeDescription, as the first pointer of a managed object points to its type description. Information about a virtual machine that provided a memory snapshot. Allocation granularity in bytes used by the virtual machine allocator. Offset in bytes inside the object header of an array object where the bounds of the array is stored. Size in bytes of the header of an array object. Offset in bytes inside the object header of an array object where the size of the array is stored. A version number that will change when the object layout inside the managed heap will change. Size in bytes of the header of each managed object. Size in bytes of a pointer. Menu class to manipulate the menu item. Default constructor. Get the check status of the given menu. Set the check status of the given menu. Used to extract the context for a MenuItem. MenuCommand objects are passed to custom menu item functions defined using the MenuItem attribute. Context is the object that is the target of a menu command. An integer for passing custom information to a menu item. Creates a new MenuCommand object. Creates a new MenuCommand object. The MenuItem attribute allows you to add menu items to the main menu and inspector context menus. Creates a menu item and invokes the static function following it, when the menu item is selected. Creates a menu item and invokes the static function following it, when the menu item is selected. Creates a menu item and invokes the static function following it, when the menu item is selected. Various utilities for mesh manipulation. Returns the mesh compression setting for a Mesh. The mesh to get information on. Optimizes the mesh for GPU access. Change the mesh compression setting for a mesh. The mesh to set the compression mode for. The compression mode to set. Will insert per-triangle uv2 in mesh and handle vertex splitting etc. User message types. Error message. Info message. Neutral message. Warning message. Compressed texture format for target build platform. ASTC texture compression. ATI texture compression. Available on devices running Adreno GPU, including HTC Nexus One, Droid Incredible, EVO, and others. S3 texture compression, nonspecific to DXT variant. Supported on devices running Nvidia Tegra2 platform, including Motorala Xoom, Motorola Atrix, Droid Bionic, and others. ETC1 texture compression (or RGBA16 for textures with alpha), supported by all devices. ETC2 texture compression. Don't override texture compression. PowerVR texture compression. Available in devices running PowerVR SGX530/540 GPU, such as Motorola DROID series; Samsung Galaxy S, Nexus S, and Galaxy Tab; and others. Model importer lets you modify import settings from editor scripts. Add to imported meshes. Animation compression setting. Allowed error of animation position compression. Allowed error of animation rotation compression. Allowed error of animation scale compression. Animator generation mode. The default wrap mode for the generated animation clips. Bake Inverse Kinematics (IK) when importing. Animation clips to split animation into. Generate a list of all default animation clip based on TakeInfo. Animation optimization setting. File scale factor (if available) or default one. (Read-only). Animation generation options. Material generation options. Generate secondary UV set for lightmapping. Global scale factor for importing. The human description that is used to generate an Avatar during the import process. Controls how much oversampling is used when importing humanoid animations for retargeting. Import animation from file. Controls import of BlendShapes. Generates the list of all imported take. Import materials from file. Use normals vectors from file. Use tangent vectors from file. Is Bake Inverse Kinematics (IK) supported by this importer. Is FileScale was used when importing. Are mesh vertices and indices accessible from script? Is import of tangents supported by this importer. Is useFileUnits supported for this asset. Material naming setting. Existing material search setting. Mesh compression setting. The path of the transform used to generation the motion of the animation. Normals import mode. Smoothing angle (in degrees) for calculating normals. Animation optimization setting. Vertex optimization setting. Generates the list of all imported Animations. If set to false, the importer will not resample animation curves when possible. Read more about. Notes: - Some unsupported FBX features (such as PreRotation or PostRotation on transforms) will override this setting. In these situations, animation curves will still be resampled even if the setting is disabled. For best results, avoid using PreRotation, PostRotation and GetRotationPivot. - This option was introduced in Version 5.3. Prior to this version, Unity's import behaviour was as if this option was always enabled. Therefore enabling the option gives the same behaviour as pre-5.3 animation import. Threshold for angle distortion (in degrees) when generating secondary UV. Threshold for area distortion when generating secondary UV. Hard angle (in degrees) for generating secondary UV. Margin to be left between charts when packing secondary UV. Imports the HumanDescription from the given Avatar. Should tangents be split across UV seams. Swap primary and secondary UV channels when importing. Tangents import mode. Generates the list of all imported Transforms. Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit. Animation compression options for ModelImporter. Perform keyframe reduction. Perform keyframe reduction and compression. No animation compression. Perform keyframe reduction and choose the best animation curve representation at runtime to reduce memory footprint (default). Animation mode for ModelImporter. Generate a generic animator. Generate a human animator. Generate a legacy animation type. Generate no animation data. Animation clips to split animation into. The additive reference pose frame. Additionnal curves that will be that will be added during the import process. Offset to the cycle of a looping animation, if a different time in it is desired to be the start. AnimationEvents that will be added during the import process. First frame of the clip. Enable to defines an additive reference pose. Keeps the feet aligned with the root transform position. Offset to the vertical root position. Keeps the vertical position as it is authored in the source file. Keeps the vertical position as it is authored in the source file. Keeps the vertical position as it is authored in the source file. Last frame of the clip. Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion. Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion. Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion. Is the clip a looping animation? Enable to make the motion loop seamlessly. Enable to make the clip loop. Returns true when the source AvatarMask has changed. This only happens when ModelImporterClipAnimation.maskType is set to ClipAnimationMaskType.CopyFromOther To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource to the desired AvatarMask. The AvatarMask used to mask transforms during the import process. Define mask type. Mirror left and right in this clip. Clip name. Offset in degrees to the root rotation. Take name. The wrap mode of the animation. Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy. Default animation import mode (All animations are stored in the root object). Generate animations in the objects that animate. Generate animations in the root objects of the animation package. Generate animations in the transform root objects. Do not generate animations. Material generation options for ModelImporter. Do not generate materials. Generate a material for each material in the source asset. Generate a material for each texture used. Humanoid Oversampling available multipliers. Default Humanoid Oversampling multiplier = 1 which is equivalent to no oversampling. Humanoid Oversampling samples at 2 times the sampling rate found in the imported file. Humanoid Oversampling samples at 4 times the sampling rate found in the imported file. Humanoid Oversampling samples at 8 times the sampling rate found in the imported file. Material naming options for ModelImporter. Use a material name of the form <materialName>.mat. Use material names in the form <modelFileName>-<materialName>.mat. Use material names in the form <textureName>.mat. <textureName>.mat or <modelFileName>-<materialName>.mat material name. Material search options for ModelImporter. Search in all project. Search in local Materials folder. Recursive-up search in Materials folders. Mesh compression options for ModelImporter. High amount of mesh compression. Low amount of mesh compression. Medium amount of mesh compression. No mesh compression (default). This is legacy! This is Legacy. This is legacy! This is legacy! This is legacy. This is legacy. This is legacy. This is legacy. This is legacy. This is legacy. Animation generation options for ModelImporter. Calculate tangents. Import normals/tangents from file. Strip normals/tangents. Representation of Script assets. Returns the MonoScript object containing specified MonoBehaviour. The MonoBehaviour whose MonoScript should be returned. Returns the MonoScript object containing specified ScriptableObject. The ScriptableObject whose MonoScript should be returned. Returns the System.Type object of the class implemented by this script. Custom mouse cursor shapes used with EditorGUIUtility.AddCursorRect. Normal pointer arrow. Arrow with the minus symbol next to it. Arrow with the plus symbol next to it. The current user defined cursor. Cursor with an eye and stylized arrow keys for FPS navigation. Arrow with a Link badge (for assigning pointers). Arrow with the move symbol next to it for the sceneview. Cursor with an eye for orbit. Cursor with a dragging hand for pan. Horizontal resize arrows. Resize up-Left for window edges. Resize up-right for window edges. Vertical resize arrows. Arrow with the rotate symbol next to it for the sceneview. Arrow with the scale symbol next to it for the sceneview. Arrow with small arrows for indicating sliding at number fields. Left-Right resize arrows for window splitters. Up-Down resize arrows for window splitters. Text cursor. Cursor with a magnifying glass for zoom. AssetImporter for importing MovieTextures. Duration of the Movie to be imported in seconds. Is the movie texture storing non-color data? Quality setting to use when importing the movie. This is a float value from 0 to 1. Navigation mesh builder interface. Returns true if an asynchronous build is still running. Build the Navmesh. Build the Navmesh Asyncronously. Builds the combined navmesh for the contents of multiple scenes. Array of paths to scenes that are used for building the navmesh. Cancel Navmesh construction. Clear all Navmeshes. Helper class for constructing displayable names for objects. Class name of an object. Drag and drop title for an object. Inspector title for an object. Make a displayable name for a variable. Sets the name of an Object. Base Class to derive from when creating Custom Previews. The object currently being previewed. This is the first entry point for Preview Drawing. The available area to draw the preview. Implement this method to show object information on top of the object preview. Override this method if you want to change the label of the Preview area. Can this component be Previewed in its current state? True if this component can be Previewed in its current state. Called when the Preview gets created with the objects being previewed. The objects being previewed. Called to iterate through the targets, this will be used when previewing more than one target. True if there is another target available. Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. Rectangle in which to draw the preview. Background image. Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. Rectangle in which to draw the preview. Background image. Override this method if you want to show custom controls in the preview header. Called to Reset the target before iterating through them. Where is the tool handle placed. The tool handle is at the graphical center of the selection. The tool handle is on the pivot point of the active object. How is the tool handle oriented. The tool handle is aligned along the global axes. The tool handle is oriented from the active object. Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game. Accelerometer update frequency. Sets the crash behavior on .NET unhandled exception. Is the advanced version being used? Is auto-rotation to landscape left supported? Is auto-rotation to landscape right supported? Is auto-rotation to portrait supported? Is auto-rotation to portrait upside-down supported? If enabled, allows the user to switch between full screen and windowed mode using OS specific keyboard short cuts. Additional AOT compilation options. Shared by AOT platforms. .NET API compatibility level. Pre bake collision meshes on player build. Application bundle identifier shared between iOS & Android platforms. Application bundle version shared between iOS & Android platforms. Defines if fullscreen games should darken secondary displays. A unique cloud project identifier. It is unique for every project (Read Only). Set the rendering color space for the current project. The name of your company. Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode). Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode). Default screen orientation for mobiles. If enabled, the game will default to fullscreen mode. Default vertical dimension of stand-alone player window. Default horizontal dimension of stand-alone player window. Default vertical dimension of web player window. Default horizontal dimension of web player window. Defines the behaviour of the Resolution Dialog on product launch. Enables CrashReport API. Enables internal profiler. First level to have access to all Resources.Load assets in Streamed Web Players. Restrict standalone players to a single concurrent running instance. Enable GPU skinning on capable platforms. The bundle identifier of the iPhone application. Password for the key used for signing an Android application. Password used for interacting with the Android Keystore. Describes the reason for access to the user's location data. Are ObjC uncaught exceptions logged? Define how to handle fullscreen mode in Mac OS X standalones. The name of your product. Which rendering path is enabled? Use resizable window in standalone player builds. The image to display in the Resolution Dialog window. If enabled, your game will continue to run after lost focus. Should the builtin Unity splash screen be shown? Should status bar be hidden. Shared between iOS & Android platforms. Should player render in stereoscopic 3d on supported hardware? Remove unused Engine code from your build (IL2CPP-only). Managed code stripping level. Should unused Mesh components be excluded from game build? 32-bit Display Buffer is used. Let the OS autorotate the screen as the device orientation changes. Should Direct3D 11 be used when available? Enable receipt validation for the Mac App Store. Write a log file with debugging information. Virtual Reality specific splash screen. Enable virtual reality support. On Windows, show the application in the background if Fullscreen Windowed mode is used. Xbox 360 Kinect Head Orientation file deployment. Xbox 360 Kinect Head Position file deployment. Xbox 360 Kinect resource file deployment. Xbox 360 Avatars. Xbox 360 Kinect title flag - if false, the Kinect APIs are inactive. Xbox 360 Kinect automatic skeleton tracking. Xbox 360 Kinect Enable Speech Engine. Xbox 360 auto-generation of _SPAConfig.cs. Xbox 360 ImageXex override configuration file path. Xbox 360 SPA file path. Xbox 360 Kinect Speech DB. Xbox 360 splash screen. Xbox 360 title id. Android specific player settings. Publish the build as a game rather than a regular application. This option affects devices running Android 5.0 Lollipop and later Provide a build that is Android TV compatible. Android bundle version code. Disable Depth and Stencil Buffers. Force internet permission flag. Force SD card permission. Android key alias name. Android key alias password. Android keystore name. Android keystore password. License verification flag. Minimal Android SDK version. Preferred application install location. Application should show ActivityIndicator when loading. Android splash screen scale mode. Android target device. 24-bit Depth Buffer is used. Use APK Expansion Files. Get graphics APIs to be used on a build platform. Platform to get APIs for. Array of graphics APIs. Returns the list of assigned icons for the specified platform. Returns a list of icon sizes for the specified platform. Returns a PlayerSettings named bool property (with an optional build target it should apply to). Name of the property. BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). The current value of the property. Returns a PlayerSettings named int property (with an optional build target it should apply to). Name of the property. BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). The current value of the property. Searches for property and assigns it's value to given variable. Name of the property. Variable, to which to store the value of the property, if set. An optional build target group, to which the property applies. True if property was set and it's value assigned to given variable. Searches for property and assigns it's value to given variable. Name of the property. Variable, to which to store the value of the property, if set. An optional build target group, to which the property applies. True if property was set and it's value assigned to given variable. Searches for property and assigns it's value to given variable. Name of the property. Variable, to which to store the value of the property, if set. An optional build target group, to which the property applies. True if property was set and it's value assigned to given variable. Returns a PlayerSettings named string property (with an optional build target it should apply to). Name of the property. BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). The current value of the property. Get user-specified symbols for script compilation for the given build target group. Is a build platform using automatic graphics API choice? Platform to get the flag for. Should best available graphics API be used. Returns whether or not the specified aspect ratio is enabled. iOS specific player settings. Should insecure HTTP downloads be allowed? iOS application display name. The build number of the bundle. Application should exit when suspended to background. Determines iPod playing behavior. Icon is prerendered. RequiresFullScreen maps to Apple's plist build setting UIRequiresFullScreen, which is used to opt out of being eligible to participate in Slide Over and Split View for iOS 9.0 multitasking. Application requires persistent WiFi. Script calling optimization. Active iOS SDK version used for build. Application should show ActivityIndicator when loading. Status bar style. Targeted device. Deployment minimal version of iOS. Indicates whether application will use On Demand Resources (ODR) API. Is multi-threaded rendering enabled? Nintendo 3DS player settings. The unique ID of the application, issued by Nintendo. (0x00300 -> 0xf7fff) Specify true to enable static memory compression or false to disable it. Disable depth/stencil buffers, to free up memory. Disable sterescopic (3D) view on the upper screen. Enable shared L/R command list, for increased performance with stereoscopic rendering. Enable vsync. Specify the expanded save data number using 20 bits. Application Logo Style. Distribution media size. Specifies the product code, or the add-on content code. Specifies the title region settings. Specify the stack size of the main thread, in bytes. The 3DS target platform. The title of the application. Specify true when using expanded save data. Nintendo 3DS logo style specification. For Chinese region titles. For titles for which Nintendo purchased the publishing license from the software manufacturer, etc. For all other titles. For Nintendo first-party titles. Nintendo 3DS distribution media size. 128MB 1GB 256MB 2GB 512MB Nintendo 3DS Title region. For all regions. For the American region. For the Chinese region. For the European region. For the Japanese region. For the Korean region. For the Taiwanese region. Nintendo 3DS target platform. Target the New Nintendo 3DS platform. Target the Nintendo 3DS platform. PS3 specific player settings. backgroundPath bootCheckMaxSaveGameSizeKB dlcConfigPath npAgeRating npCommunicationPassphrase npTrophyCommId npTrophyCommSig npTrophyPackagePath Texture to use for PS3 Splash Screen on boot. saveGameSlots soundPath thumbnailPath titleConfigPath TrialMode. Amount of video memory (in MB) to use as audio storage. The amount of video memory (in MB) that is set aside for vertex data allocations. Allocations which do not fit into the area are allocated from system memory. DisableDolbyEncoding EnableMoveSupport Toggle for verbose memory statistics. UseSPUForUmbra PS4 application category. Application. PS4 enter button assignment. Circle button. Cross button. Remote Play key assignment. No Remote play key assignment. Remote Play key layout configuration A. Remote Play key layout configuration B. Remote Play key layout configuration C. Remote Play key layout configuration D. Remote Play key layout configuration E. Remote Play key layout configuration F. Remote Play key layout configuration G. Remote Play key layout configuration H. PS Vita specific player settings. Aquire PS Vita background music. The PS Vita application version. The package build category. The applications content ID. PS Vita DRM Type. Specifies whether circle or cross will be used as the default enter button. Specifies whether or not a health warning will be added to the software manual. Specifies the color of the PS Vita information bar, true = white, false = black. Specifies whether or not to show the PS Vita information bar when the application starts. Keystone file. PS Vita Live area background image. PS Vita Live area gate image. PS Vita Live area path. PS Vita Live area trial path. PS Vita sofware manual. PS Vita content master version. Should always = 01.00. PS Vita memory expansion mode. PSN Age rating. PS Vita NP Passphrase. PS Vita NP Signature. PS Vita NP Communications ID. Support Game Boot Message or Game Joining Presence. PS Vita NP Title Data File. Path specifying wher to copy a trophy pack from. 32 character password for use if you want to access the contents of a package. Path specifying where to copy the package parameter file (param.sfx) from. PS Vita parental level. For cumlative patch packages. For building cumulative patch packages. PS Vita power mode. Save data quota. The applications short title. PS Vita media type. PS Vita TV boot mode. PS Vita TV Disable Emu flag. Indicates that this is an upgradable (trial) type application which can be converted to a full application by purchasing an upgrade. Support for the PS Vita location library was removed by SCE in SDK 3.570. Support for the PS Vita twitter dialog was removed by SCE in SDK 3.570. Application package category enum. An application package. Application patch package. DRM type enum. Free content. Paid for content. Enter button assignment enum. Circle button. Cross button. Default. Memory expansion mode enum. Enable 109MB memory expansion mode. Enable 29MB memory expansion mode. Enable 77MB memory expansion mode. Memory expansion disabled. Power mode enum. Mode A - default. Mode B - GPU High - No WLAN or COM. Mode C - GPU High - No Camera, OLED Low brightness. PS Vita TV boot mode enum. Default (Managed by System Software) (SCEE or SCEA). PS Vita Bootable, PS Vita TV Bootable (SCEJ or SCE Asia). PS Vita Bootable, PS Vita TV Not Bootable (SCEJ or SCE Asia). Samsung Smart TV specific Player Settings. The address used when accessing the device. Author of the created product. Product author's e-mail. The category of the created product. The description of the created product. The author's website link. Types of available product categories. The education category. The games category (default). The information category. The kids category. The lifestyle category. The sports category. The videos category. Enables the specified aspect ratio. Set graphics APIs to be used on a build platform. Platform to set APIs for. Array of graphics APIs. Assign a list of icons for the specified platform. Sets a PlayerSettings named bool property. Name of the property. Value of the property (bool). BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). Sets a PlayerSettings named int property. Name of the property. Value of the property (int). BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). Sets a PlayerSettings named string property. Name of the property. Value of the property (string). BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). Set user-specified symbols for script compilation for the given build target group. Should a build platform use automatic graphics API choice. Platform to set the flag for. Should best available graphics API be used? Tizen specific player settings. Description of your project to be displayed in the Tizen Store. URL of your project to be displayed in the Tizen Store. Name of the security profile to code sign Tizen applications with. Tizen application capabilities. tvOS specific player settings. Active tvOS SDK version used for build. Deployment minimal version of tvOS. Compilation overrides for C# files. C# files are compiled using Mono compiler. C# files are compiled using Microsoft compiler and .NET Core, you can use Windows Runtime API, but classes implemented in C# files aren't accessible from JS or Boo languages. C# files not located in Plugins, Standard Assets, Pro Standard Assets folders are compiled using Microsoft compiler and .NET Core, all other C# files are compiled using Mono compiler. The advantage is that classes implemented in C# are accessible from JS and Boo languages. Various image scales, supported by Windows Store Apps. Image types, supported by Windows Store Apps. Xbox One Specific Player Settings. This option controls the mono trace log in XboxOne builds. This is a very verbose and expensive tool that can be used to help with debugging a potential mono issue. Add a ProductId to the list of products that can load the content package created from your project. This setting is only available for content packages. Returns false if the product Id was already in the allowed list. Get the list of projects that can load this content package. This setting is only available for content packages. Xbox One optional parameter that lets you use a specified Manifest file rather than generated for you. Xbox One Content ID to be used in constructing game package. A friendly description that can be displayed to users. Disabling the kinect frees up additional GPU resources for use. Enable sampling profiler in development builds to provide better profile markers for PIX, including Start and Update markers for script behaviors. Turns on the ability for the render thread to service the normal general purpose job queue while waiting for rendering related work. This is considered an advanced feature and users should only enable if they have a good understanding of their pix profile. Turns on notifications that you are gaining/losing GPU resources. (optional override) Location of Xbox One Game OS image file to link into ERA package being created. Returns a bool indicating if the given capability is enabled or not. Please see the XDK whitepaper titled "Xbox One Submission Validator" for valid capability names. Get the rating value that is specified in the appxmanifest.xml file for the given ratings board. The name of the ratings board that you want the rating value for. The current rating level. The meaning of the value depends on the name of the ratings board. The value corresponds to the entries the rating board's drop down menu, top most entry being 0 and each item lower in the list being 1 higher than the previous. Get the values for the socket description with the given name. The name of the socket description. The port or port range the socket can use. The protocol the socket uses. The allowed usage flags for this socket description. The name of the device association template. Mutiplayer requirement setting for the device association template. The allowed usage flags for the device association template. Indicates if the game is a standalone game or a content package to an existing game. The update granularity the package will be built with. Xbox One optional parameter that causes the makepkg process to encrypt the package for performance testing or with final retail encryption. Xbox One optional parameter that causes the makepkg process to use your specified layout file rather than generating one for you. Required if working with asset bundles. Sets the size of the persistent local storage. Xbox One Product ID to use when building a streaming install package. Remove a ProductId from the list of products that can load the content package created from your project. This setting is only available for content packages. Remove the socket description with the given name. Xbox One makepkg option. Specifies the Sandbox ID to be used when building a streaming install package. The service configuration ID for your title. Mark a specific capability as enabled or enabled in the appxmanifest.xml file. Please see the XDK whitepaper titled "Xbox One Submission Validator" for valid capability names. The name of the capability to set. Whether or not to enable the capability. Set the rating value that is specified in the appxmanifest.xml file. The name of the ratings board that you are setting the rating value for. The new rating level. The meaning of the value depends on the name of the ratings board. The value corresponds to the entries the rating board's drop down menu, top most entry being 0 and each item lower in the list being 1 higher than the previous. Set the values for the socket description with the given name. The name of the socket description. The port or port range the socket can use. The protocol the socket uses. The allowed usage flags for this socket description. The name of the device association template. Mutiplayer requirement setting for the device association template. The allowed usage flags for the device association template. Get the names of the socket descriptions for the project. The TitleID uniquely identifying your title to Xbox Live services. Update the value at the given index in the list of products that can load this content package. You can use the PlayerSettings.XboxOne.AllowedProductIds property to get the existing productIds and determine their indexes. Xbox One makepkg.exe option. Specifies the update key required when building game updates. Xbox One Version Identifier used in the Application Manifest. Represents plugin importer. Is plugin native or managed? Note: C++ libraries with CLR support are treated as native plugins, because Unity cannot load such libraries. You can still access them via P/Invoke. Constructor. Returns all plugin importers for all platforms. Is plugin comptabile with any platform. Is plugin compatible with editor. Is plugin compatible with specified platform. Target platform. Is plugin compatible with specified platform. Target platform. Returns editor specific data for specified key. Key value for data. Returns all plugin importers for specfied platform. Target platform. Name of the target platform. Returns all plugin importers for specfied platform. Target platform. Name of the target platform. Get platform specific data. Target platform. Key value for data. Get platform specific data. Target platform. Key value for data. Set compatiblity with any platform. Is plugin compatible with any platform. Set compatiblity with any editor. Is plugin compatible with editor. Set compatiblity with specified platform. Target platform. Is plugin compatible with specified platform. Target platform. Set compatiblity with specified platform. Target platform. Is plugin compatible with specified platform. Target platform. Set editor specific data. Key value for data. Data. Set platform specific data. Target platform. Key value for data. Data. Set platform specific data. Target platform. Key value for data. Data. Class used to display popup windows that inherit from PopupWindowContent. Show a popup with the given PopupWindowContent. The rect of the button that opens the popup. The content to show in the popup window. Class used to implement content for a popup window. The EditorWindow that contains the popup content. The size of the popup window. The size of the Popup window. Callback when the popup window is closed. Callback for drawing GUI controls for the popup window. The rectangle to draw the GUI inside. Callback when the popup window is opened. The type of a prefab object as returned by EditorUtility.GetPrefabType. The object is an instance of an imported 3D model, but the connection is broken. The object is an instance of a user created prefab, but the connection is broken. The object was an instance of a prefab, but the original prefab could not be found. The object is an imported 3D model asset. The object is an instance of an imported 3D model. The object is not a prefab nor an instance of a prefab. The object is a user created prefab asset. The object is an instance of a user created prefab. Utility class for any prefab related operations. Called after prefab instances in the scene have been updated. Connects the source prefab to the game object. Creates an empty prefab at given path. Creates a prefab from a game object hierarchy. Creates a prefab from a game object hierarchy. Disconnects the prefab instance from its parent prefab. Helper function to find the prefab root of an object (used for picking niceness). Returns the topmost game object that has the same prefab parent as target. Returns root game object of the prefab instance if that root prefab instance is a parent of the prefab. Retrieves the enclosing prefab for any object contained within. An object contained within a prefab object. The prefab the object is contained in. Returns the parent asset object of source, or null if it can't be found. Given an object, returns its prefab type (None, if it's not a prefab). Extract all modifications that are applied to the prefab instance compared to the parent prefab. Instantiate an asset that is referenced by a prefab and use it on the prefab instance. Instantiates the given prefab in a given scene. Prefab asset to instantiate. Scene to instantiate the prefab in. The GameObject at the root of the prefab. Instantiates the given prefab in a given scene. Prefab asset to instantiate. Scene to instantiate the prefab in. The GameObject at the root of the prefab. Force re-merging all prefab instances of this prefab. Delegate for method that is called after prefab instances in the scene have been updated. Connects the game object to the prefab that it was last connected to. Force record property modifications by comparing against the parent prefab. Replaces the targetPrefab with a copy of the game object hierarchy go. Replaces the targetPrefab with a copy of the game object hierarchy go. Resets the properties of the component or game object to the parent prefab state. Resets the properties of all objects in the prefab, including child game objects and components that were added to the prefab instance. Assigns all modifications that are applied to the prefab instance compared to the parent prefab. The PreferenceItem attribute allows you to add preferences sections to the Preferences Window. Creates a section in the Preferences Window called name and invokes the static function following it for the section's GUI. Base class to derive custom property drawers from. Use this to create custom drawers for your own Serializable classes or for script variables with custom PropertyAttributes. The PropertyAttribute for the property. Not applicable for custom class drawers. (Read Only) The reflection FieldInfo for the member this property represents. (Read Only) Override this method to specify how tall the GUI for this field is in pixels. The SerializedProperty to make the custom GUI for. The label of this property. The height in pixels. Override this method to make your own GUI for the property. Rectangle on the screen to use for the property GUI. The SerializedProperty to make the custom GUI for. The label of this property. Defines a single modified property. The value being applied when it is a object reference (which can not be represented as a string). Property path of the property being modified (Matches as SerializedProperty.propertyPath). Object that will be modified. The value being applied. Type of build to generate. Package build for installation on either a dev or test kit. Build hosted on a PC, for file serving to a dev or test kit. Target PS Vita build type. For building a PS Vita package that can be installed on a PS Vita memory card. For general development, creates a build stored on the host PC which the Vita reads from. Options for removing assets Delete the asset without moving it to the trash. The asset should be moved to trash. Flags for the PrefabUtility.ReplacePrefab function. Connects the passed objects to the prefab after uploading the prefab. Replaces prefabs by matching pre-existing connections to the prefab. Replaces the prefab using name based lookup in the transform hierarchy. Resolution dialog setting. Never show the resolution dialog. Show the resolution dialog on first launch. Hide the resolution dialog on first launch. Target PS3 or PS4 build type. Build a package suited for BluRay Submission. Build a package suited for DLC Submission. Build package that it's hosted on the PC. SceneAsset is used to reference scene objects in the Editor. Constructor. Scene management in the editor. The number of loaded scenes. Close the scene. If removeScene flag is true, the closed scene will also be removed from EditorSceneManager. The scene to be closed/removed. Bool flag to indicate if the scene should be removed after closing. Returns true if the scene is closed/removed. Returns the current setup of the SceneManager. Mark all the loaded scenes as modified. Mark the scene as modified. The scene to be marked as modified. Allows you to reorder the scenes currently open in the Hierarchy window. Moves the source scene so it comes after the destination scene. Allows you to reorder the scenes currently open in the Hierarchy window. Moves the source scene so it comes before the destination scene. Create a new scene. Allows you to select whether or not the default set of Game Objects should be added to the new scene. See SceneManagement.NewSceneSetup for more information about the options. Allows you to select how to open the new scene, and whether to keep existing scenes in the Hierarchy. See SceneManagement.NewSceneMode for more information about the options. Open a scene in the Editor. Path of the scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". Allows you to select how to open the specified scene, and whether to keep existing scenes in the Hierarchy. See SceneManagement.OpenSceneMode for more information about the options. Restore the setup of the SceneManager. In this array, at least one scene should be loaded, and there must be one active scene. Ask the user if they want to save the the modified scene(s). Ask the user if he wants to save any of the modfied input scenes. Scenes that should be saved if they are modified. Save all open scenes. Returns true if all open scenes are successfully saved. Save a scene. The scene to be saved. The file path to save at. If not empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown. If set to true, the scene will be saved without changing the current scene and without clearing the unsaved changes marker. True if the save succeeded, otherwise false. Save a list of scenes. List of scenes that should be saved. Used when creating a new scene in the Editor. The newly created scene is added to the current open scenes. All current open scenes are closed and the newly created scene are opened. Used when creating a new scene in the Editor. Adds default game objects to the new scene (a light and camera). No game objects are added to the new scene. Used when opening a scene in the Editor to specify how a scene should be opened. Adds a scene to the current open scenes and loads it. Adds a scene to the current open scenes without loading it. It will show up as 'unloaded' in the Hierarchy Window. Closes all current open scenes and loads a scene. The setup information for a scene in the SceneManager. If the scene is active. If the scene is loaded. Path of the scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". Derive from this class to create an editor wizard. Allows you to set the text shown on the create button of the wizard. Allows you to set the error text of the wizard. Allows you to set the help text of the wizard. Allows you to enable and disable the wizard create button, so that the user can not click it. Allows you to set the text shown on the optional other button of the wizard. Leave this parameter out to leave the button out. Creates a wizard. The title shown at the top of the wizard window. The wizard. Creates a wizard. The title shown at the top of the wizard window. The text shown on the create button. The text shown on the optional other button. Leave this parameter out to leave the button out. The wizard. Creates a wizard. The title shown at the top of the wizard window. The text shown on the create button. The text shown on the optional other button. Leave this parameter out to leave the button out. The wizard. Creates a wizard. The title shown at the top of the wizard window. The class implementing the wizard. It has to derive from ScriptableWizard. The text shown on the create button. The text shown on the optional other button. Leave this parameter out to leave the button out. The wizard. Will be called for drawing contents when the ScriptableWizard needs to update its GUI. Returns true if any property has been modified. Script call optimization level. Script method call overhead decreased at the expense of limited compatibility. Default setting. Scripting implementation (backend). Unity's .NET runtime. The standard Mono 2.6 runtime. Microsoft's .NET runtime. Access to the selection in the editor. Returns the active game object. (The one shown in the inspector). Returns the instanceID of the actual object selection. Includes prefabs, non-modifyable objects. Returns the actual object selection. Includes prefabs, non-modifyable objects. Returns the active transform. (The one shown in the inspector). Returns the guids of the selected assets. Returns the actual game object selection. Includes prefabs, non-modifyable objects. The actual unfiltered selection from the Scene returned as instance ids instead of objects. The actual unfiltered selection from the Scene. Delegate callback triggered when currently active/selected item has changed. Returns the top level selection, excluding prefabs. Returns whether an object is contained in the current selection. Returns whether an object is contained in the current selection. Returns the current selection filtered by type and mode. Only objects of this type will be retrieved. Further options to refine the selection. Allows for fine grained control of the selection type using the SelectionMode bitmask. Options for refining the selection. SelectionMode can be used to tweak the selection returned by Selection.GetTransforms. Only return objects that are assets in the Asset directory. Return the selection and all child transforms of the selection. If the selection contains folders, also include all assets and subfolders within that folder in the file hierarchy. Excludes any objects which shall not be modified. Excludes any prefabs from the selection. Only return the topmost selected transform. A selected child of another selected transform will be filtered out. Return the whole selection. Behavior of semantic merge. Disable use of semantic merging. SerializedObject and SerializedProperty are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs. Does the serialized object represents multiple objects due to multi-object editing? (Read Only) The inspected object (Read Only). The inspected objects (Read Only). Apply property modifications. Applies property modifications without registering an undo operation. Copies a value from a SerializedProperty to the same serialized property on this serialized object. Create SerializedObject for inspected object. Create SerializedObject for inspected object. Find serialized property by name. Get the first serialized property. Update hasMultipleDifferentValues cache on the next Update() call. Update serialized object's representation. Update serialized object's representation, only if the object has been modified since the last call to Update or if it is a script. SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs. Value of a animation curve property. The number of elements in the array. If the SerializedObject contains multiple objects it will return the smallest number of elements. So it is always possible to iterate through the SerializedObject and only get properties found in all objects. Value of a boolean property. Value of bounds property. Value of a color property. Nesting depth of the property. (Read Only) Nice display name of the property. (Read Only) Value of a float property as a double. Is this property editable? (Read Only) Display-friendly names of enumeration of an enum property. Names of enumeration of an enum property. Enum index of an enum property. Value of a float property. Does it have child properties? (Read Only) Does this property represent multiple different values due to multi-object editing? (Read Only) Does it have visible child properties? (Read Only) Value of an integer property. Is this property an array? (Read Only) Is this property expanded in the inspector? Is property part of a prefab instance? (Read Only) Value of a integer property as a long. Name of the property. (Read Only) Value of an object reference property. Is property's value different from the prefab it belongs to? Full path of the property. (Read Only) Type of this property (Read Only). Value of a quaternion property. Value of a rectangle property. SerializedObject this property belongs to (Read Only). Value of a string property. Tooltip of the property. (Read Only) Type name of the property. (Read Only) Value of a 2D vector property. Value of a 3D vector property. Value of a 4D vector property. Remove all elements from the array. Returns a copy of the SerializedProperty iterator in its current state. This is useful if you want to keep a reference to the current property but continue with the iteration. Count visible children of this property, including this property itself. Count remaining visible properties. Delete the element at the specified index in the array. Deletes the serialized property. Duplicates the serialized property. See if contained serialized properties are equal. Retrieves the SerializedProperty at a relative path to the current property. Returns the element at the specified index in the array. Retrieves the SerializedProperty that defines the end range of this property. Retrieves the SerializedProperty that defines the end range of this property. Retrieves an iterator that allows you to iterator over the current nexting of a serialized property. Insert an empty element at the specified index in the array. Move an array element from srcIndex to dstIndex. Move to next property. Move to next visible property. Move to first property of the object. Type of a SerializedProperty. AnimationCurve property. Array size property. Boolean property. Bounds property. Character property. Color property. Enumeration property. Float property. Gradient property. Integer property. LayerMask property. Reference to another object. Quaternion property. Rectangle property. String property. 2D vector property. 3D vector property. 4D vector property. Abstract class to derive from for defining custom GUI for shader properties and for extending the material preview. This method is called when a new shader has been selected for a Material. The material the newShader should be assigned to. Previous shader. New shader to assign to the material. Find shader properties. Name of the material property. The array of available properties. If true then this method will throw an exception if a property with propertyName was not found. The material property found, otherwise null. Find shader properties. Name of the material property. The array of available properties. If true then this method will throw an exception if a property with propertyName was not found. The material property found, otherwise null. To define a custom shader GUI use the methods of materialEditor to render controls for the properties array. The MaterialEditor that are calling this OnGUI (the 'owner'). Material properties of the current selected shader. Override for extending the rendering of the Preview area or completly replace the preview (by not calling base.OnMaterialPreviewGUI). The MaterialEditor that are calling this method (the 'owner'). Preview rect. Style for the background. Override for extending the functionality of the toolbar of the preview area or completly replace the toolbar by not calling base.OnMaterialPreviewSettingsGUI. The MaterialEditor that are calling this method (the 'owner'). Utility functions to assist with working with shaders from the editor. Does the current hardware support render textues. Get the number of properties in Shader s. The shader to check against. Get the description of the shader propery at index propertyIdx of Shader s. The shader to check against. The property index to use. Get the name of the shader propery at index propertyIdx of Shader s. The shader to check against. The property index to use. Get the ShaderProperyType of the shader propery at index propertyIdx of Shader s. The shader to check against. The property index to use. Get Limits for a range property at index propertyIdx of Shader s. Which value to get: 0 = default, 1 = min, 2 = max. The shader to check against. The property index to use. Gets the ShaderPropertyTexDim of the texture at property index propertyIdx of Shader s. The shader to check against. The property index to use. Is the shader propery at index propertyIdx of Shader s hidden? The shader to check against. The property index to use. Representation of the texture dimensions. 2D Texture. 3D Texture. Any texture dimension (catch all). Texure Cube (Cubemap). Texture Rect. Unknown Texture dimension. Type of a given texture property. Color Property. Float Property. Range Property. Texture Property. Vector Property. Structure to hold camera data extracted from a SketchUp file. Aspect ratio of the camera. Field of view of the camera. Indicate if the camera is using a perspective or orthogonal projection. The position the camera is looking at. The orthogonal projection size of the camera. This value only make sense if SketchUpImportCamera.isPerspective is false. The position of the camera. Up vector of the camera. Derives from AssetImporter to handle importing of SketchUp files. Retrieves the latitude Geo Coordinate imported from the SketchUp file. Retrieves the longitude Geo Coordinate imported from the SketchUp file. Retrieves the north correction value imported from the SketchUp file. The default camera or the camera of the active scene which the SketchUp file was saved with. The default camera. The method returns an array of SketchUpImportScene which represents SketchUp scenes. Array of scenes extracted from a SketchUp file. Structure to hold scene data extracted from a SketchUp file. The camera data of the SketchUp scene. The name of the SketchUp scene. AssetImportor for importing SpeedTree model assets. Gets and sets a default alpha test reference values. Indicates if the cross-fade LOD transition, applied to the last mesh LOD and the billboard, should be animated. Returns the best-possible wind quality on this asset (configured in SpeedTree modeler). Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree. Gets and sets an array of booleans to enable shadow casting for each LOD. Gets and sets an array of booleans to enable normal mapping for each LOD. Gets and sets an array of booleans to enable Hue variation effect for each LOD. Enables smooth LOD transitions. Proportion of the billboard LOD region width which is used for fading out the billboard. Tells if there is a billboard LOD. Tells if the SPM file has been previously imported. Gets and sets a default Hue variation color and amount (in alpha). Gets and sets a default main color. Returns the folder path where generated materials will be placed in. Gets and sets an array of booleans to enable shadow receiving for each LOD. Gets and sets an array of Reflection Probe usages for each LOD. How much to scale the tree model compared to what is in the .spm file. Gets and sets a default Shininess value. Gets and sets a default specular color. Gets and sets an array of booleans to enable Light Probe lighting for each LOD. Gets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by BestWindQuality internally. Gets an array of name strings for wind quality value. Construct a new SpeedTreeImporter object. Generates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder. Gets and sets an array of floats of each LOD's screen height value. Texture importer modes for Sprite import. Sprites are multiple image sections extracted from the texture. Graphic is not a Sprite. Sprite has it own mesh outline defined. Sprite is a single image section extracted automatically from the texture. Editor data used in producing a Sprite. Edge-relative alignment of the sprite graphic. Edge border size for a sprite (in pixels). Name of the Sprite. Pivot point of the Sprite relative to its bounding rectangle. Bounding rectangle of the sprite's graphic within the atlas image. Sprite Packer mode for the current project. Always maintain an up-to-date sprite atlas cache. Updates sprite atlas cache when building player/bundles. Doesn't pack sprites. Describes the final atlas texture. Marks this atlas so that it contains textures that have been flagged for Alpha splitting when needed (for example ETC1 compression for textures with transparency). Anisotropic filtering level of the atlas texture. Desired color space of the atlas. Quality of atlas texture compression in the range [0..100]. Allows Sprite Packer to rotate/flip the Sprite to ensure optimal Packing. Filtering mode of the atlas texture. The format of the atlas texture. Should sprite atlas textures generate mip maps? Maximum height of the atlas texture. Maximum width of the atlas texture. The amount of extra padding between packed sprites. Sprite packing policy interface. Provide a custom implementation to control which Sprites go into which atlases. Return the version of your policy. Sprite Packer needs to know if atlas grouping logic changed. Implement custom atlas grouping here. Sprite Packer helpers. Array of Sprite atlas names found in the current atlas cache. Name of the default Sprite Packer policy. Sprite Packer execution mode. Will always trigger IPackerPolicy.OnGroupAtlases. Normal execution. Will not trigger IPackerPolicy.OnGroupAtlases unless IPackerPolicy, IPackerPolicy version or TextureImporter settings have changed. Returns all alpha atlas textures generated for the specified atlas. Name of the atlas. Returns atlasing data for the specified Sprite. Sprite to query. Gets set to the name of the atlas containing the specified Sprite. Gets set to the Texture containing the specified Sprite. Returns all atlas textures generated for the specified atlas. Atlas name. Available Sprite Packer policies for this project. Rebuilds the Sprite atlas cache. The active Sprite Packer policy for this project. Current Sprite Packer job definition. Registers a new atlas. Assigns a Sprite to an already registered atlas. Helper utilities for accessing Sprite data. Returns the generated Sprite mesh indices. If Sprite is packed, it is possible to access data as if it was on the atlas texture. Returns the generated Sprite mesh positions. If Sprite is packed, it is possible to access data as if it was on the atlas texture. Returns the generated Sprite texture. If Sprite is packed, it is possible to query for both source and atlas textures. If Sprite is packed, it is possible to access data as if it was on the atlas texture. Returns the generated Sprite mesh uvs. If Sprite is packed, it is possible to access data as if it was on the atlas texture. Static Editor Flags. Consider for static batching. Considered static for lightmapping. Considered static for navigation. Considered static for occlusion. Considered static for occlusion. Auto-generate OffMeshLink. Consider static for reflection probe. StaticOcclusionCulling lets you perform static occlusion culling operations. Does the scene contain any occlusion portals that were added manually rather than automatically? Used to check if asynchronous generation of static occlusion culling data is still running. Returns the size in bytes that the PVS data is currently taking up in this scene on disk. Used to cancel asynchronous generation of static occlusion culling data. Clears the PVS of the opened scene. Used to generate static occlusion culling data. Used to compute static occlusion culling data asynchronously. Used to compute static occlusion culling data asynchronously. Used to visualize static occlusion culling at development time in scene view. If set to true, culling of geometry is enabled. If set to true, visualization of target volumes is enabled. If set to true, visualization of portals is enabled. If set to true, the visualization lines of the PVS volumes will show all cells rather than cells after culling. If set to true, visualization of view volumes is enabled. If set to true, visualization of portals is enabled. Managed code stripping level. Managed code stripping is disabled. Unused parts of managed code are stripped away. Managed method bodies are stripped away. AOT platforms only. Lightweight mscorlib version will be used at expense of limited compatibility. Class for Substance Archive handling. The SubstanceImporter class lets you access the imported ProceduralMaterial instances. Clone an existing ProceduralMaterial instance. Destroy an existing ProceduralMaterial instance. Export the bitmaps generated by a ProceduralMaterial as TGA files. The ProceduralMaterial whose output textures will be saved. Path to a folder where the output bitmaps will be saved. The folder will be created if it doesn't already exist. Indicates whether alpha channel remapping should be performed. Export a XML preset string with the value of all parameters of a given ProceduralMaterial to the specified folder. The ProceduralMaterial whose preset string will be saved. Path to a folder where the preset file will be saved. The folder will be created if it doesn't already exist. Get the ProceduralMaterial animation update rate in millisecond. Check if the ProceduralMaterial needs to force generation of all its outputs. Return true if the mipmaps are generated for this ProceduralMaterial. Get the number of ProceduralMaterial instances. Get the material offset, which is used for all the textures that are part of this ProceduralMaterial. Get an array with the ProceduralMaterial instances. Get the material scale, which is used for all the textures that are part of this ProceduralMaterial. Get the import settings for a given ProceduralMaterial for a given platform (width and height, RAW/Compressed format, loading behavior). The name of the ProceduralMaterial. The name of the platform (can be empty). The maximum texture width for this ProceduralMaterial (output value). The maximum texture height for this ProceduralMaterial (output value). The texture format (0=Compressed, 1=RAW) for this ProceduralMaterial (output value). The load behavior for this ProceduralMaterial (output value). Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Get a list of the names of the ProceduralMaterial prototypes in the package. Get the alpha source of the given texture in the ProceduralMaterial. Instantiate a new ProceduralMaterial instance from a prototype. After modifying the shader of a ProceduralMaterial, call this function to apply the changes to the importer. Rename an existing ProceduralMaterial instance. Reset the ProceduralMaterial to its default values. Set the ProceduralMaterial animation update rate in millisecond. Specify if the ProceduralMaterial needs to force generation of all its outputs. Force the generation of mipmaps for this ProceduralMaterial. Set the material offset, which is used for all the textures that are part of this ProceduralMaterial. Set the material scale, which is used for all the textures that are part of this ProceduralMaterial. Set the import settings for the input ProceduralMaterial for the input platform (width and height, RAW/Compressed format, loading behavior). The name of the Procedural Material. The name of the platform (can be empty). The maximum texture width for this Procedural Material. The maximum texture height for this Procedural Material. The texture format (0=Compressed, 1=RAW) for this Procedural Material. The load behavior for this Procedural Material. Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Set the alpha source of the given texture in the ProceduralMaterial. A Takeinfo object contains all the information needed to describe a take. Start time in second. Stop time in second. This is the default clip name for the clip generated for this take. Take name as define from imported file. Sample rate of the take. Start time in second. Stop time in second. Texture importer lets you modify Texture2D import settings from editor scripts. Anisotropic filtering level of the texture. Keep texture borders the same when generating mipmaps? Quality of Texture Compression in the range [0..100]. Convert heightmap to normal map? Fade out mip levels to gray color? Filtering mode of the texture. Cubemap generation mode. Should mip maps be generated with gamma correction? Generate alpha channel from intensity? Amount of bumpyness in the heightmap. Is texture data readable from scripts. Is this texture a lightmap? Is texture storing non-color data? Maximum texture size. Mip map bias of the texture. Generate mip maps for the texture? Mip level where texture is faded out completely. Mip level where texture begins to fade out. Mipmap filtering mode. Is this texture a normal map? Normal map filtering mode. Scaling mode for non power of two textures. Returns true if this TextureImporter is setup for Sprite packing. Border sizes of the generated sprites. Selects Single or Manual import mode for Sprite textures. Selects the Sprite packing tag. The point in the Sprite object's coordinate space where the graphic is located. The number of pixels in the sprite that correspond to one unit in world space. Scale factor for mapping pixels in the graphic to units in world space. Array representing the sections of the atlas corresponding to individual sprite graphics. Format of imported texture. Which type of texture are we dealing with here. Wrap mode (Repeat or Clamp) of the texture. Clear specific target platform settings. The platform whose settings are to be cleared (see below). Does textures source image have alpha channel. Does textures source image have RGB channels. Getter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). True if the importer allows alpha split on the imported texture, False otherwise. Get platform specific texture settings. The platform whose settings are required (see below). Maximum texture width/height in pixels. Data format of the texture. Value from 0..100, equivalent to the standard JPEG quality setting. Get platform specific texture settings. The platform whose settings are required (see below). Maximum texture width/height in pixels. Data format of the texture. Reads the active texture output instructions of this TextureImporter. Read texture settings into TextureImporterSettings class. Setter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). Set specific target platform settings. The platforms whose settings are to be changed (see below). Maximum texture width/height in pixels. Data format for the texture. Value from 0..100, equivalent to the standard JPEG quality setting. Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas). Set specific target platform settings. The platforms whose settings are to be changed (see below). Maximum texture width/height in pixels. Data format for the texture. Value from 0..100, equivalent to the standard JPEG quality setting. Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas). Set texture importers settings from TextureImporterSettings class. Defines Cubemap convolution mode. Diffuse convolution (aka irradiance Cubemap). No convolution needed. This Cubemap texture represents mirror reflection or Skybox. Specular convolution (aka Prefiltered Environment Map). Imported texture format for TextureImporter. Alpha 8 bit texture format. RGBA 16 bit texture format. ARGB 32 bit texture format. ASTC compressed RGB texture format, 10x10 block size. ASTC compressed RGB texture format, 12x12 block size. ASTC compressed RGB texture format, 4x4 block size. ASTC compressed RGB texture format, 5x5 block size. ASTC compressed RGB texture format, 6x6 block size. ASTC compressed RGB texture format, 8x8 block size. ASTC compressed RGBA texture format, 10x10 block size. ASTC compressed RGBA texture format, 12x12 block size. ASTC compressed RGBA texture format, 4x4 block size. ASTC compressed RGBA texture format, 5x5 block size. ASTC compressed RGBA texture format, 6x6 block size. ASTC compressed RGBA texture format, 8x8 block size. ATC (Android) 4 bits/pixel compressed RGB texture format. ATC (Android) 8 bits/pixel compressed RGBA texture format. Choose a 16 bit format automatically. Choose a compressed format automatically. Choose a crunched format automatically. Choose a Truecolor format automatically. DXT1 compresed texture format. DXT1 compresed texture format with crunch compression for small storage sizes. DXT5 compresed texture format. DXT5 compresed texture format with crunch compression for small storage sizes. ETC2EAC compressed 4 bits pixel unsigned R texture format. ETC2EAC compressed 4 bits pixel signed R texture format. ETC2EAC compressed 8 bits pixel unsigned RG texture format. ETC2EAC compressed 4 bits pixel signed RG texture format. ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. ETC2 compressed 4 bits / pixel RGB texture format. ETC2 compressed 4 bits / pixel RGB + 1-bit alpha texture format. ETC2 compressed 8 bits / pixel RGBA texture format. PowerVR (iPhone) 2 bits/pixel compressed color texture format. PowerVR (iPhone) 4 bits/pixel compressed color texture format. PowerVR (iPhone) 2 bits/pixel compressed with alpha channel texture format. PowerVR (iPhone) 4 bits/pixel compressed with alpha channel texture format. RGB 16 bit texture format. RGB 24 bit texture format. RGBA 16 bit (4444) texture format. RGBA 32 bit texture format. Cubemap generation mode for TextureImporter. Automatically determine type of cubemap generation from the source image. Generate cubemap from cylindrical texture. Generate cubemap from vertical or horizontal cross texture. Do not generate cubemap (default). Generate cubemap from spheremap texture. Mip map filter for TextureImporter. Box mipmap filter. Kaiser mipmap filter. Normal map filtering mode for TextureImporter. Sobel normal map filter. Standard normal map filter. Scaling mode for non power of two textures in TextureImporter. Keep non power of two textures as is. Scale to larger power of two. Scale to nearest power of two. Scale to smaller power of two. RGBM encoding mode for HDR textures in TextureImporter. Do RGBM encoding when source data is HDR in TextureImporter. Source texture is already RGBM encoded in TextureImporter. Do not perform RGBM encoding in TextureImporter. Do RGBM encoding in TextureImporter. Stores settings of a TextureImporter. Allow Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). Convolution mode. Defines how fast Phong exponent wears off in mip maps. Higher value will apply less blur to high resolution mip maps. Defines how many different Phong exponents to store in mip maps. Higher value will give better transition between glossy and rough reflections, but will need higher texture resolution. RGBM encoding mode for HDR textures in TextureImporter. Edge-relative alignment of the sprite graphic. Border sizes of the generated sprites. The number of blank pixels to leave between the edge of the graphic and the mesh. Sprite texture import mode. Pivot point of the Sprite relative to its graphic's rectangle. The number of pixels in the sprite that correspond to one unit in world space. Scale factor between pixels in the sprite graphic and world space units. Configure parameters to import a texture for a purpose of type, as described TextureImporterType|here. Texture type. See TextureImporterType. If false, change only specific properties. Exactly which, depends on type. Copy parameters into another TextureImporterSettings object. TextureImporterSettings object to copy settings to. Test texture importer settings for equality. Select this to set basic parameters depending on the purpose of your texture. Select this when you want to have specific parameters on your texture and you want to have total control over your texture. Select this to turn the color channels into a format suitable for real-time normal mapping. This sets up your texture with the basic parameters used for the Cookies of your lights. This converts your texture into Cubemap suitable for Skyboxes, Environment Reflections or Image Based Lighting (IBL). Use this if your texture is going to be used as a cursor. Use this if your texture is going to be used on any HUD/GUI Controls. This is the most common setting used for all the textures in general. This sets up your texture with the parameters used by the lightmap. Select this if you will be using your texture for Sprite graphics. Which tool is active in the editor. The move tool is active. No tool is active. Set this to implement your own in-inspector toolbar (like the terrain editor does). The rect tool is active. The rotate tool is active. The scale tool is active. The view tool is active - Use Tools.viewTool to find out which view tool we're talking about. Class used to manipulate the tools used in Unity's Scene View. The tool that is currently selected for the Scene View. The position of the tool handle in world space. The rectangle used for the rect tool. The rotation of the rect tool handle in world space. The rotation of the tool handle in world space. Hides the Tools(Move, Rotate, Resize) on the Scene view. Are we in Center or Pivot mode. What's the rotation of the tool handle. Is the rect handle in blueprint mode? The option that is currently active for the View tool in the Scene view. Which layers are visible in the scene view. Is the default sorting method used by the hierarchy. Content to visualize the transform sorting method. AssetImporter for importing Fonts. Calculation mode for determining font's ascent. Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader). Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader). A custom set of characters to be included in the Font Texture. An array of font names, to be used when includeFontData is set to false. References to other fonts to be used looking for fallbacks. Font rendering mode to use for this font. Font size to use for importing the characters. Use this to adjust which characters should be imported. The internal font name of the TTF file. If this is enabled, the actual font will be embedded into the asset for Dynamic fonts. Create an editable copy of the font asset at path. Supported tvOS SDK versions. Device SDK. Simulator SDK. Supported tvOS deployment versions. Target tvOS 9.0. Target tvOS 9.1. Unknown tvOS version, managed by user. Default mobile device orientation. Auto Rotation Enabled. Landscape : counter-clockwise from Portrait. Landscape: clockwise from Portrait. Portrait. Portrait upside down. Lets you register undo operations on specific objects you are about to perform changes on. Callback that is triggered after an undo or redo was executed. Invoked before the Undo system performs a flush. Adds a component to the game object and registers an undo operation for this action. The game object you want to add the component to. The type of component you want to add. The newly added component. Generic version. The game object you want to add the component to. The newly added component. Removes all Undo operation for the identifier object registered using Undo.RegisterCompleteObjectUndo from the undo stack. Collapses all undo operation up to group index together into one step. Destroys the object and records an undo operation so that it can be recreated. The object that will be destroyed. Ensure objects recorded using RecordObject or ::ref:RecordObjects are registered as an undoable action. In most cases there is no reason to invoke FlushUndoRecordObjects since it's automatically done right after mouse-up and certain other events that conventionally marks the end of an action. Unity automatically groups undo operations by the current group index. Get the name that will be shown in the UI for the current undo group. Name of the current group or an empty string if the current group is empty. Unity automatically groups undo operations by the current group index. Move a GameObject from its current scene to a new scene. It is required that the GameObject is at the root of its current scene. GameObject to move. Scene to move the GameObject into. Name of the undo action. Perform an Redo operation. Perform an Undo operation. Records any changes done on the object after the RecordObject function. Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times. Stores a copy of the object states on the undo stack. The object whose state changes need to be undone. The name of the undo operation. This is equivalent to calling the first overload mutiple times, save for the fact that only one undo operation will be generated for this one. An array of objects whose state changes need to be undone. The name of the undo operation. Register an undo operations for a newly created object. The object that was created. The name of the action to undo. Think "Undo ...." in the main menu. Copy the states of a hierarchy of objects onto the undo stack. The object used to determine a hierarchy of objects whose state changes need to be undone. The name of the undo operation. This overload is deprecated. Use Undo.RegisterFullObjectHierarchyUndo(Object, string) instead. Performs all undo operations up to the group index without storing a redo operation in the process. Performs the last undo operation but does not record a redo operation. Set the name of the current undo group. New name of the current undo group. Sets the parent of transform to the new parent and records an undo operation. Delegate used for undoRedoPerformed. Delegate used for willFlushUndoRecord. See Also: Undo.postprocessModifications. Unwrapping settings. Maximum allowed angle distortion (0..1). Maximum allowed area distortion (0..1). This angle (in degrees) or greater between triangles will cause seam to be created. How much uv-islands will be padded. Will set default values for params. This class holds everything you may need in regard to uv-unwrapping. Will generate per-triangle uv (3 uv pairs for each triangle) with default settings. Will generate per-triangle uv (3 uv pairs for each triangle) with provided settings. Will auto generate uv2 with default settings for provided mesh, and fill them in. Will auto generate uv2 with provided settings for provided mesh, and fill them in. This class containes information about the version control state of an asset. Gets the full name of the asset including extension. Returns true if the asset is a folder. Returns true if the assets is in the current project. Returns true if the instance of the Asset class actually refers to a .meta file. Returns true if the asset is locked by the version control system. Get the name of the asset. Gets the path of the asset. Returns true is the asset is read only. Gets the version control state of the asset. Opens the assets in an associated editor. Returns true if the version control state of the assets is one of the input states. Array of states to test for. Returns true if the version control state of the asset exactly matches the input state. State to check for. Loads the asset to memory. Describes the various version control states an asset can have. The was locally added to version control. Remotely this asset was added to version control. The asset has been checked out on the local machine. The asset has been checked out on a remote machine. There is a conflict with the asset that needs to be resolved. The asset has been deleted locally. The asset has been deleted on a remote machine. The asset is not under version control. The asset is locked by the local machine. The asset is locked by a remote machine. This instance of the class actaully refers to a .meta file. The asset exists in version control but is missing on the local machine. The version control state is unknown. A newer version of the asset is available on the version control server. The asset is read only. The asset is up to date. The state of the asset is currently being queried from the version control server. A list of version control information about assets. Based on the current list and the states a new list is returned which only contains the assets with the requested states. Whether or not folders should be included. Which states to filter by. Create an optimised list of assets by removing children of folders in the same list. Count the list of assets by given a set of states. Whether or not to include folders. Which states to include in the count. Wrapper around a changeset description and ID. The ID of the default changeset. Description of a changeset. Version control specific ID of a changeset. Simply a list of changetsets. What to checkout when starting the Checkout task through the version control Provider. Checkout the asset only. Checkout both asset and .meta file. Checkout. Checkout .meta file only. Different actions a version control task can do upon completion. Refresh windows upon task completion. Update the content of a pending changeset with the result of the task upon completion. Update the pending changesets with the result of the task upon completion. Show or update the checkout failure window. Refreshes the incoming and pensing changes window upon task completion. Update incoming changes window with the result of the task upon completion. Refresh the submit window with the result of the task upon completion. Update the list of pending changes when a task completes. This class describes the. Descrition of the configuration field. This is true if the configuration field is a password field. This is true if the configuration field is required for the version control plugin to function correctly. Label that is displayed next to the configuration field in the editor. Name of the configuration field. Mode of the file. Binary file. No mode set. Text file. Which method to use when merging. Merge all changes. Merge non-conflicting changes. Don't merge any changes. Messages from the version control system. The message text. The severity of the message. Severity of a version control message. Error message. Informational message. Verbose message. Warning message. Write the message to the console. Represent the connection state of the version control provider. Connection to the version control server could not be established. Connection to the version control server has been established. The version control provider is currently trying to connect to the version control server. The plugin class describes a version control plugin and which configuratin options it has. Configuration fields of the plugin. This class provides acces to the version control API. Gets the currently executing task. Returns true if the version control provider is enabled and a valid Unity Pro License was found. Returns true if a version control plugin has been selected and configured correctly. Returns the reason for the version control provider being offline (if it is offline). Returns the OnlineState of the version control provider. This is true if a network connection is required by the currently selected version control plugin to perform any action. Adds an assets or list of assets to version control. List of assets to add to version control system. Set this true if adding should be done recursively into subfolders. Single asset to add to version control system. Adds an assets or list of assets to version control. List of assets to add to version control system. Set this true if adding should be done recursively into subfolders. Single asset to add to version control system. Given a list of assets this function returns true if Add is a valid task to perform. List of assets to test. Given a changeset only containing the changeset ID, this will start a task for quering the description of the changeset. Changeset to query description of. Move an asset or list of assets from their current changeset to a new changeset. List of asset to move to changeset. Changeset to move asset to. Asset to move to changeset. ChangesetID to move asset to. Move an asset or list of assets from their current changeset to a new changeset. List of asset to move to changeset. Changeset to move asset to. Asset to move to changeset. ChangesetID to move asset to. Move an asset or list of assets from their current changeset to a new changeset. List of asset to move to changeset. Changeset to move asset to. Asset to move to changeset. ChangesetID to move asset to. Move an asset or list of assets from their current changeset to a new changeset. List of asset to move to changeset. Changeset to move asset to. Asset to move to changeset. ChangesetID to move asset to. Get a list of pending changesets owned by the current user. Retrieves the list of assets belonging to a changeset. Changeset to query for assets. ChangesetID to query for assets. Retrieves the list of assets belonging to a changeset. Changeset to query for assets. ChangesetID to query for assets. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Given an asset or a list of assets this function returns true if Checkout is a valid task to perform. List of assets. Single asset. Given an asset or a list of assets this function returns true if Checkout is a valid task to perform. List of assets. Single asset. This will invalidate the cached state information for all assets. This will statt a task for deleting an asset or assets both from disk and from version control system. Project path of asset. List of assets to delete. Asset to delete. This will statt a task for deleting an asset or assets both from disk and from version control system. Project path of asset. List of assets to delete. Asset to delete. This will statt a task for deleting an asset or assets both from disk and from version control system. Project path of asset. List of assets to delete. Asset to delete. Starts a task that will attempt to delete the given changeset. List of changetsets. Test if deleting a changeset is a valid task to perform. Changeset to test. Starts a task for showing a diff of the given assest versus their head revision. List of assets. Whether or not to include .meta. Return true is starting a Diff task is a valid operation. List of assets. Returns the configuration fields for the currently active version control plugin. Gets the currently user selected verson control plugin. Returns version control information about an asset. GUID of asset. Returns version control information about an asset. Path to asset. Return version control information about the currently selected assets. Start a task for getting the latest version of an asset from the version control server. List of assets to update. Asset to update. Start a task for getting the latest version of an asset from the version control server. List of assets to update. Asset to update. Returns true if getting the latest version of an asset is a valid operation. List of assets to test. Asset to test. Returns true if getting the latest version of an asset is a valid operation. List of assets to test. Asset to test. Start a task for quering the version control server for incoming changes. Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset. Incoming changeset. Incoming changesetid. Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset. Incoming changeset. Incoming changesetid. Returns true if an asset can be edited. Asset to test. Attempt to lock an asset for exclusive editing. List of assets to lock/unlock. True to lock assets, false to unlock assets. Asset to lock/unlock. Attempt to lock an asset for exclusive editing. List of assets to lock/unlock. True to lock assets, false to unlock assets. Asset to lock/unlock. Return true if the task can be executed. List of assets to test. Asset to test. Return true if the task can be executed. List of assets to test. Asset to test. This method will initiate a merge task handle merging of the conflicting assets. The list of conflicting assets to be merged. How to merge the assets. Uses the version control plugin to move an asset from one path to another. Path to source asset. Path to destination. Start a task that will resolve conflicting assets in version control. The list of asset to mark as resolved. How the assets should be resolved. Tests if any of the assets in the list is resolvable. The list of asset to be resolved. Reverts the specified assets by undoing any changes done since last time you synced. The list of assets to be reverted. How to revert the assets. The asset to be reverted. Reverts the specified assets by undoing any changes done since last time you synced. The list of assets to be reverted. How to revert the assets. The asset to be reverted. Return true if Revert is a valid task to perform. List of assets to test. Revert mode to test for. Asset to test. Return true if Revert is a valid task to perform. List of assets to test. Revert mode to test for. Asset to test. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that submits the assets to version control. The changeset to submit. The list of assets to submit. The description of the changeset. If true then only save the changeset to be submitted later. Returns true if submitting the assets is a valid operation. The changeset to submit. The asset to submit. Returns true if locking the assets is a valid operation. The assets to lock. The asset to lock. Returns true if locking the assets is a valid operation. The assets to lock. The asset to lock. Start a task that sends the version control settings to the version control system. How assets should be resolved. Use merged version. Use "mine" (local version). Use "theirs" (other/remote version). Defines the behaviour of the version control revert methods. Revert files but keep locally changed ones. Use the version control regular revert approach. Revert only unchanged files. The status of an operation returned by the VCS. Files conflicted. An error was returned. Submission worked. Files were unable to be added. A UnityEditor.VersionControl.Task is created almost everytime UnityEditor.VersionControl.Provider is ask to perform an action. The result of some types of tasks. List of changesets returned by some tasks. A short description of the current task. May contain messages from the version control plugins. Progress of current task in precent. Some task return result codes, these are stored here. Total time spent in task since the task was started. Get whether or not the task was completed succesfully. Will contain the result of the Provider.ChangeSetDescription task. Upon completion of a task a completion task will be performed if it is set. Which completion action to perform. A blocking wait for the task to complete. This enum is used to build a bitmask for controlling per-channel vertex compression. Vertex color. Vertex normal. Position. Tangent. Texture coordinate channel 0. Usually used for Albedo texture. Texture coordinate channel 1. Usually used for baked lightmap. Texture coordinate channel 2. Usually used for realtime GI. Texture coordinate channel 3. Enum for Tools.viewTool. The FPS tool is selected. View tool is not selected. The orbit tool is selected. The pan tool is selected. The zoom tool is selected. Wii U Player debugging level. Asserts enabled, memory profiling enabled, Nintendo Wii U profiler linked, no optimizations. Asserts enabled, memory profiling enabled, Nintendo Wii U profiler linked, optimized build. Memory profiling enabled, Nintendo Wii U profiler linked, optimizations enabled. Optimizations enabled. Player packaging. Download image. Unpacked. WUMAD package. Resolution setting for TV output. 1920×1080 (Full HD). 1280×720 pixels. Build configurations for Windows Store Visual Studio solutions. Debug configuation. No optimizations, profiler code enabled. Master configuation. Optimizations enabled, profiler code disabled. This configuration is used when submitting the application to Windows Store. Release configuration. Optimization enabled, profiler code enabled. Specifies Windows SDK which used when building Windows Store Apps. Target Xbox build type. Debug player (for building with source code). Development player. Master player (submission-proof).