namespace Sandbox
in global
This namespace contains:
| namespace ActionGraphs | |
| namespace Audio | |
| namespace DataModel | |
| namespace Diagnostics | |
| namespace Engine | |
| namespace Html | |
| namespace Internal | |
| namespace Localization | |
| namespace Menu | |
| namespace Modals | |
| namespace ModelEditor | |
| namespace Mounting | |
| namespace Movement | |
| namespace Navigation | |
| namespace Network | |
| namespace Physics | |
| namespace Razor | |
| namespace Rendering | |
| namespace Resources | |
| namespace Services | |
| namespace Speech | |
| namespace Tasks | |
| namespace UI | |
| namespace Utility | |
| namespace Volumes | |
| namespace VR | |
| class Achievement | |
| class AchievementCollection | Holds achievements for a package |
| class ActionGraphExposeWhenCachedAttribute | Don't cache instances of this type when serializing action graph references, force them to be always serialized separately. We need this for component / game object references so we can update IDs when duplicating objects / instantiating prefabs. |
| class ActionGraphIgnoreAttribute | |
| class ActionGraphIncludeAttribute | |
| class ActionGraphNodeAttribute | No summary. |
| class ActionGraphOperatorAttribute | Display this node as an operator, with no header or socket labels, and a big icon in the middle. |
| class ActionGraphPropertyAttribute | In ActionGraph, this parameter should only be configurable in the inspector as a property and not have a dedicated input. |
| class ActionGraphTargetAttribute | No summary. |
| class ActionNodeAttribute | |
| class AmbientLight | Adds an ambient light to the scene, applied globally. |
| class AmbientOcclusion | Adds an approximation of ambient occlusion using Screen Space Ambient Occlusion (SSAO). It darkens areas where ambient light is generally occluded from such as corners, crevices and surfaces that are close to each other. |
| struct AmbientOcclusion.DenoiseModes | |
| struct AmbientOcclusion.SampleQuality | |
| class AnimationBuilder | Provides ability to generate animations for a at runtime. See |
| class AnimationGraph | |
| class AnimationSequence | |
| class AnimGraphDirectPlayback | For communicating with a Direct Playback Anim Node, which allows code to tell it to play a given sequence |
| struct AnimParam<T> | Anim param values contain any value for a limited set of types |
| class Application | |
| class AssetPathAttribute | When added to a string property, will becomes a selector for AssetTypeExtension |
| class AudioListener | If this exists and is enabled in a scene, then the client will hear from this point rather than from the cameras point of view. |
| struct AudioSurface | Defines acoustic properties of a surface, which defines how sound will bounce |
| class AuthorityAttribute | Marks a method as being an RPC specifically targeted to the owner of the , or the host if the doesn't have an owner. The state of the object the RPC is called on will be up-to-date including its and any properties with the or attributes by the time the method is called on remote clients. The only except is any synchronized properties marked with which will generally only be received every network tick. |
| class AutoGenerateAttribute | Indicates that this type should generate meta data. Tagging your asset with this will mean that the .asset file is automatically generated - which means you don't have to do that. |
| class BallJoint | Fix two objects together but can rotate - like a shoulder. |
| class BaseFileSystem | A filesystem. Could be on disk, or in memory, or in the cloud. Could be writable or read only. Or it could be an aggregation of all those things, merged together and read only. |
| class BaseSoundComponent | |
| class BitFlagsAttribute | This choices type is bitflags, so we should be able to choose more than one option at a time. |
| class Bitmap | |
| struct BlendMode | Blend modes used by the UI system |
| class Bloom | Applies a bloom effect to the camera |
| class Blur | Applies a blur effect to the camera. |
| class BoneCollection | A collection of bones. This could be from a model, or an entity |
| class BoneCollection.Bone | A bone in a . |
| class BoxCollider | Defines a box collider. |
| class BroadcastAttribute | Marks a method as being an RPC that when invoked will be called for all connected clients including the host. The state of the object the RPC is called on will be up-to-date including its and any properties with the or attributes by the time the method is called on remote clients. The only except is any synchronized properties marked with which will generally only be received every network tick. |
| class ButtonAttribute | When added to a method - the inspector will show a button for it. |
| struct ByteStream | A result of SpeedTest.MemoryAlloc - to make it easy to use this instead of AllocHGlobal |
| class CachingHandler | |
| class CameraComponent | Every scene should have at least one Camera. |
| struct CameraComponent.Axis | |
| interface CameraComponent.ISceneCameraSetup | |
| class CapsuleCollider | Defines a capsule collider. |
| class CaseInsensitiveConcurrentDictionary<T> | |
| class CaseInsensitiveDictionary<T> | |
| class ChangeAttribute | This will invoke a method when the property changes. It can be used with any property but is especially useful when combined with [Sync] or [ConVar]. If no name is provided, we will try to call On[PropertyName]Changed. The callback should have 2 arguments - oldValue and newValue, both of the same type as the property itself. |
| class CharacterController | Allows collision contrained movement without the need for a rigidbody. This is not affected by forces and will only move when you call the Move() method. |
| struct CharacterControllerHelper | |
| class ChromaticAberration | Applies a chromatic aberration effect to the camera |
| struct ClearFlags | Flags for clearing a RT before rendering a scene using a SceneCamera |
| struct CloneConfig | The low level input of a GameObject.Clone |
| class Clothing | A piece of player model customization. |
| struct Clothing.BodyGroups | |
| struct Clothing.ClothingCategory | |
| struct Clothing.IconSetup | |
| struct Clothing.IconSetup.IconModes | |
| struct Clothing.Slots | |
| class ClothingContainer | Holds a collection of clothing items. Won't let you add items that aren't compatible. |
| class ClothingContainer.ClothingEntry | |
| class ClothingContainer.Entry | Used for serialization |
| class Cloud | For accessing assets from the cloud - from code |
| class Cloud.AssetAttribute | Automatically addeded to a type as a result of using Cloud.Model etc inside. |
| class CodeGeneratorAttribute | An attribute that can be added to a custom class for special code generation behavior. They'll then be applied to methods and properties when they are decorated with that attribute. |
| struct CodeGeneratorFlags | Used to specify what type of code generation to perform. |
| class Collider | |
| struct Collision | |
| class CollisionSoundSystem | This system exists to collect pending collision sounds and filter them into a unique set, to avoid unnesssary sounds playing, when they're going to be making the same sound anyway. |
| struct CollisionSource | |
| struct CollisionStop | |
| class ColorAdjustments | Applies color adjustments to the camera. |
| class ColorGradient | A color gradient for use as entity and asset properties TODO: Gradient property editor |
| class ColorGrading | Applies color grading to the camera |
| struct ColorGrading.ColorSpaceEnum | |
| struct ColorGrading.GradingType | |
| class ColorUsageAttribute | When applied to a Color property, allows you to specify whether the color should have an alpha channel and/or be in HDR. |
| class Component | A GameObject can have many components, which are the building blocks of the game. |
| interface Component.ExecuteInEditor | A component with this interface will run in the editor. |
| interface Component.ICollisionListener | A with this interface can react to collisions. |
| interface Component.IColorProvider | When applied to a , the component will be able to provide the color to use for certain UI editor elements. |
| interface Component.IDamageable | A component that can be damaged by something. |
| interface Component.IHasBounds | A component that has bounds |
| interface Component.IMaterialSetter | |
| interface Component.INetworkListener | A with this interface can react to network events. |
| interface Component.INetworkSnapshot | When implemented on a it can read and write data to and from a network snapshot. |
| interface Component.INetworkSpawn | A with this interface can listen for when a GameObject in its ancestors has been network spawned. |
| interface Component.IPressable | A component that can be pressed. Like a button. This could be by a player USE'ing it, or by a player walking on it, or by an NPC. A call to Press should ALWAYS call release afterwards. Generally this is done by the player, where holding E presses the button, and releasing E stops pressing it. You need to handle edge cases where the player dies while holding etc. |
| struct Component.IPressable.Event | Describes who pressed it. |
| interface Component.ISceneStage | Called on update start. This is the very first thing called. |
| interface Component.ITemporaryEffect | Allows components to indicate their state in a generic way. This is useful if you have a temporary effect system in which you want to remove GameObjects when their effects have all finished. |
| interface Component.ITintable | A that lets you change its color. |
| interface Component.ITriggerListener | A with this interface can react to interactions with triggers. |
| struct ComponentFlags | |
| class ComponentList | |
| class ComputeBuffer<T> | |
| struct ComputeBufferType | |
| class ComputeShader | A compute shader is a program that runs on the GPU, often with data provided to/from the CPU by means of a or a . |
| class ConCmdAttribute | |
| struct ConCmdAttribute.AutoCompleteResult | |
| class ConfigData | Project configuration data is derived from this class |
| class Connection | A connection, usually to a server or a client. |
| struct Connection.Filter | |
| struct Connection.Filter.FilterType | |
| class ConsoleSystem | A library to interact with the Console System. |
| class ControlModeSettings | |
| class ConVarAttribute | Console variable |
| struct ConVarFlags | |
| class CookieContainer | |
| class CubemapFog | Applies a cubemap fog effect to the camera |
| class CubemapFogController | |
| struct CurrencyValue | Describes money, in a certain currency |
| class CursorSettings | |
| struct CursorSettings.Cursor | |
| struct Curve | Describes a curve, which can have multiple key frames. |
| struct Curve.Frame | Keyframes times and values should range between 0 and 1 |
| struct Curve.HandleMode | Describes how the line should behave when entering/leaving a frame |
| struct CurveRange | Two curves |
| class CustomEditorAttribute | |
| class DamageInfo | Describes the damage that should be done to something. This is purposefully a class so it can be derived from, allowing games to create their own special types of damage, while not having to create a whole new system. |
| class DebugOverlaySystem | |
| class Decal | The Decal component projects textures onto model's opaque or transparent surfaces. They inherit and modify the PBR properties of the surface they're projected on. |
| class DecalDefinition | A decal which can be applied to objects and surfaces. |
| class DecalDefinition.DecalEntry | |
| class DecalRenderer | Component that creates a projected decal relative to its GameObject. |
| class DepthOfField | Applies a depth of field effect to the camera |
| struct DepthOfField.Quality | |
| class DirectionalLight | A directional light that casts shadows, like the sun. |
| struct DisplayInfo | Collects all the relevant info (such as description, name, icon, etc) from attributes and other sources about a type or type member. |
| class DspVolume | |
| class EditorContext | |
| class EditorContext.EntityObject | |
| class EditorHandleAttribute | When applied to a component, the editor will draw a selectable handle sprite for the gameobject in scene |
| struct EditorTint | |
| class EnumDescription | |
| struct EnumDescription.Entry | |
| class EnvmapProbe | A cubemap probe that captures the environment around it. |
| struct EnvmapProbe.CubemapDynamicUpdate | |
| struct EnvmapProbe.CubemapResolution | |
| class EventAttribute | A generic event listener. You are probably looking for Sandbox.Event.* attributes. |
| class ExpressionNodeAttribute | |
| class FeatureAttribute | Sets the category or the group of a type or a type member. This info can then be retrieved via DisplayInfo library. |
| class FeatureEnabledAttribute | Mark a boolean property as a feature toggle |
| class FGDCurve | A helper class to handle 'curve' FGD type. TOOD: Get rid of in favor of new curve stuff. |
| class FGDTypeAttribute | Overrides the auto generated FGD type. |
| class FieldDescription | Describes a field. We use this class to wrap and return FieldInfo's that are safe to interact with. Returned by and . |
| class FileSystem | A filesystem that can be accessed by the game. |
| class FileWatch | Watch folders, dispatch events on changed files |
| class FilmGrain | Applies a film grain effect to the camera |
| struct FindMode | Flags to search for Components. I've named this something generic because I think we can re-use it to search for GameObjects too. |
| class FixedJoint | Weld two physics objects together |
| struct FloatSpan | Allows easy SIMD/AVX2 fast math on a span of floats |
| class FontNameAttribute | When applied to a string property, uses a font name selector. |
| struct Friend | |
| struct Frustum | Represents a frustum. |
| class Game | |
| class Game.Overlay | |
| class GameObject | An object in the scene. Functionality is added using Components. A GameObject has a transform, which explains its position, rotation and scale, relative to its parent. It also has a name, and can be enabled or disabled. When disabled, the GameObject is still in the scene, but the components don't tick and are all disabled. |
| struct GameObject.DeserializeOptions | |
| class GameObject.NetworkAccessor | |
| class GameObject.SerializeOptions | |
| class GameObjectDirectory | New GameObjects and Components are registered with this class when they're created, and unregistered when they're removed. This gives us a single place to enforce Id uniqueness in the scene, and allows for fast lookups by Id. |
| struct GameObjectFlags | |
| class GameObjectSystem | Allows creation of a system that always exists in every scene, is hooked into the scene's lifecycle, and is disposed when the scene is disposed. |
| interface GameObjectSystem.ITraceProvider | When implementing an ITraceProvider, the most importannt thing to keep in mind is that the call to DoTrace should be thread safe. This might be called from multiple threads at once, so you better watch out. |
| struct GameObjectSystem.Stage | A list of stages in the scene tick in which we can hook |
| class GameObjectSystem<T> | A syntax sugar wrapper around GameObjectSystem, which allows you to access your system using SystemName.Current instead of Scene.GetSystem. |
| struct GameObjectUndoFlags | |
| struct GamepadCode | Game controller codes, driven from SDL. |
| class GameResource | Assets defined in C# and created through tools. You can define your own Custom Asset Types. |
| class GameResourceAttribute | Should be applied to a class that inherits from . Makes the class able to be stored as an asset on disk. |
| class GameTags | Entity Tags are strings you can set and check for on any entity. Internally these strings are tokenized and networked so they're also available clientside. |
| class GameTask | A generic . |
| class GameTransform | |
| class Gib | A gib is a prop that is treated slightly different. It will fade out after a certain amount of time. |
| class Gizmo | |
| class Gizmo.Colors | Using pure primary colors is horrible. Lets make it easier to avoid. |
| class Gizmo.GizmoControls | Extendable helper to create common gizmos |
| class Gizmo.GizmoDraw | Contains functions to add objects to the Gizmo Scene. This is an instantiable class so it's possible to add extensions. |
| class Gizmo.GizmoHitbox | Contains functions to add objects to the immediate mode Scene. This is an instantiable class so it's possible to add extensions. |
| struct Gizmo.GridAxis | |
| struct Gizmo.Inputs | The input state, allows interaction with Gizmos |
| class Gizmo.Instance | Holds the backend state for a Gizmo scope. This allows us to have multiple different gizmo states (for multiple views, multiple windows, game and editor) and push them as the current active state whenever needed. |
| class Gizmo.Pressed | Access to the currently pressed path information |
| class Gizmo.SceneSettings | |
| struct GlyphStyle | |
| class GpuBuffer | A GPU data buffer intended for use with a . You can read and write arbitrary data to and from the CPU and GPU. This allows for efficient parallel data processing on the GPU. Different GPU buffer types can be used depending on the provided . Using the default type buffers map to StructuredBuffer<T> and RWStructuredBuffer<T> in HLSL. |
| struct GpuBuffer.IndirectDispatchArguments | |
| struct GpuBuffer.IndirectDrawArguments | |
| struct GpuBuffer.IndirectDrawIndexedArguments | |
| struct GpuBuffer.UsageFlags | You can combine these e.g UsageFlags.Index | UsageFlags.ByteAddress for a buffer that can be used as an index buffer and in a compute shader. |
| class GpuBuffer<T> | A typed GpuBuffer |
| struct Gradient | Describes a gradient between multiple colors |
| struct Gradient.AlphaFrame | Keyframes times and values should range between 0 and 1 |
| struct Gradient.BlendMode | Describes how the line should behave when entering/leaving a frame |
| struct Gradient.ColorFrame | Keyframes times and values should range between 0 and 1 |
| class GradientFog | Adds a gradient fog to the world |
| struct GradientFogController | |
| class Graphics | Used to render to the screen using your Graphics Card, or whatever you kids are using in your crazy future computers. Whatever it is I'm sure it isn't fungible and everyone has free money and no-one has to ever work. |
| struct Graphics.DownsampleMethod | Which method to use when downsampling a texture |
| struct Graphics.PrimitiveType | |
| class HammerMesh | Added automatically by Hammer to GameObjects that have a map mesh tied to them. When a map is compiled the Model property is populated by the generated model. |
| class HapticEffect | Contains a haptic effect, which consists of patterns for the controller and triggers. |
| class HapticPattern | Contains a haptic pattern, which consists of frequency and amplitude values that can change over time. |
| struct HapticTarget | Places you can trigger haptics on |
| class HasImplementationAttribute | In ActionGraph, this type parameter can only be satisfied by a type TArg, such that there exists at least one non-abstract type that extends / implements both TArg and . |
| class HeaderAttribute | Add a header above this property |
| class HelpUrlAttribute | Add a link to some documentation for this component, or |
| class HideAttribute | Hide this in tools/editors. |
| class Highlight | This should be added to a camera that you want to outline stuff |
| class HighlightOutline | This component should be added to stuff you want to be outlined. You will also need to add the Highlight component to the camera you want to render the outlines. |
| class HingeJoint | Create a hinged connection between two physics objects. Like a door hinge or a wheel. |
| struct HingeJoint.MotorMode | |
| class Hitbox | |
| class HitboxSet | |
| class HitboxSet.Box | |
| class HostSyncAttribute | Automatically synchronize a property of a networked object from the host to other clients. Obsolete: 11/12/2024 |
| class Http | Lets your game make async HTTP requests. |
| class HullCollider | Defines a box, cone, or cylinder hull collider. |
| struct HullCollider.PrimitiveType | |
| interface IByteParsable | |
| struct IByteParsable.ByteParseOptions | |
| interface IByteParsable<T> | |
| interface IComponentLister | Interface for types that reference a , to provide convenience method for accessing that list. |
| class IconNameAttribute | When applied to a string property, uses a Material Icon selector. |
| interface IGameInstance | Todo: make internal - the only thing using ir right now is the binds system |
| interface IGameObjectNetworkEvents | Allows listening to network events on a specific GameObject |
| interface IHotloadManaged | During hotloads, instances of types implementing this interface will be notified when they get replaced. |
| interface IJsonConvert | Allows writing JsonConverter in a more compact way, without having to pre-register them. |
| interface IJsonPopulator | Objects that need to be deserialized into can implement this interface which allows them to be populated from a JSON object. |
| class ImageAssetPathAttribute | When added to a string property, will become an image string selector |
| struct ImageFormat | |
| interface IMemberAttribute | When applied to an attribute, which is them applied to a member.. This will make set on the attribute upon load. This provides a convenient way to know which member the attribute was attached to. |
| class ImpureAttribute | No summary. |
| class InlineEditorAttribute | Tell the editor to try to display inline editing for this property, rather than hiding it behind a popup etc. |
| class Input | Allows querying of player button presses and other inputs. |
| class Input.Keyboard | |
| class InputAction | An input action defined by a game project. |
| class InputActionAttribute | When applied to a string property, use an input action selector. |
| struct InputAnalog | An analog input, when fetched, is between -1 and 1 (0 being default) |
| class InputAttribute | Makes this method available as a Map Logic Input, for use in the Hammer Editor. This is only applicable to entities. |
| struct InputGlyphSize | |
| struct InputMotionData | Represents the current state of a device's motion sensor(s). |
| class InputSettings | A class that holds all configured input settings for a game. This is serialized as a config and shared from the server to the client. |
| class InspectorVisibilityAttribute | Hide a property if a condition matches. |
| interface ISceneCollisionEvents | Listen to all collision events that happen during a physics step. |
| interface ISceneEvent<T> | A wrapper for scene event interfaces. Allows syntax sugar of something like `IPlayerEvents.Post( x => x.OnPlayerHurt( this, amount ) )` instead of using Scene.Run to call them manually. |
| interface ISceneLoadingEvents | Allows listening to events related to scene loading |
| interface ISceneMetadata | Allows components to add metadata to the scene/prefab file, which is accessible before loading it. |
| interface IScenePhysicsEvents | Allows events before and after the the physics step |
| interface ISceneStartup | Allows listening to events related to scene startup. This should really only apply to GameObjectSystem's because components won't have been spawned/created when most of this is invoked. |
| interface ISceneUndoScope | |
| class ITagSet | |
| interface ITypeAttribute | When applied to an attribute, which is then applied to a type.. This will make set on the attribute upon load. This provides a convenient way to know which type the attribute was attached to. |
| interface IValid | This object can become invalid |
| class Joint | |
| struct Joint.AttachmentMode | |
| struct JointMotion | |
| class Json | A convenience JSON helper that handles types for you. |
| class Json.Pointer | Represents a JSON Pointer as defined in RFC 6901. |
| class Json.PointerJsonConverter | Custom JSON converter for the Pointer class that serializes a Pointer as a string and deserializes a string back into a Pointer using the Parse method. |
| class JsonUpgraderAttribute | An attribute that describes a version update for a JSON object. |
| struct KeyboardModifiers | |
| class KeyPropertyAttribute | Mark this property as the key property - which means that it can represent the whole object in a single line, while usually offering an advanced mode to view the entire object. |
| class Language | Allows access to translated phrases, allowing the translation of gamemodes etc |
| class LaunchArguments | These are arguments that were set when launching the current game. This is used to pre-configure the game from the menu |
| class LegacyParticleSystem | Support's Source Engine's vpcf particles |
| class LibraryAttribute | |
| class Light | |
| struct Light.FogInfluence | |
| class LineRenderer | Renders a line between a list of points |
| class LipSync | Drive morphs with lipsync from sounds. |
| class LoadingScreen | Holds metadata and raw data relating to a Saved Game. |
| struct LoadSceneBeginMsg | |
| struct LogEvent | |
| struct LogLevel | |
| class MainThread | Utility functions that revolve around the main thread |
| class MakeDirtyAttribute | |
| class ManifestSchema | An addon's manifest, describing what files are available |
| struct ManifestSchema.File | |
| class ManualHitbox | A hitbox that can be placed manually on a GameObject, instead of coming from a model |
| struct ManualHitbox.HitboxShape | |
| class Map | |
| class MapAssetPathAttribute | When added to a string property, will become a map string selector |
| class MapCollider | |
| class MapInstance | Allows you to load a map into the Scene. This can be either a vpk or a scene map. |
| class MapLoader | |
| struct MapLoader.ObjectEntry | Holds key values for the map object |
| class MapObjectComponent | |
| class MapSkybox3D | |
| class Material | A material. Uses several s and a with specific settings for more interesting visual effects. |
| struct Material.FlagsAccessor | |
| class Material.UI | Static materials for UI rendering purposes. |
| class MathX | A class to add functionality to the math library that System.Math and System.MathF don't provide. A lot of these methods are also extensions, so you can use for example `int i = 1.0f.FloorToInt();` |
| class MemberDescription | Wraps MemberInfo but with caching and sandboxing. Returned by and . |
| class Mesh | A mesh is a basic version of a , containing a set of vertices and indices which make up faces that make up a shape. A set of meshes can be used to create a via the class. |
| class Mesh.IndexBufferLockHandler | |
| class Mesh.VertexBufferLockHandler<T> | |
| class MeshComponent | An editable polygon mesh with collision |
| struct MeshComponent.CollisionType | |
| struct MeshPrimitiveType | Possible primitive types of a . |
| class Metadata | A simple class for storing and retrieving metadata values. |
| class MethodArgumentsAttribute | Specify the types of arguments a method should have. Typically used with event attributes to throw an exception if an event attribute is added to a method with incorrect arguments. |
| class MethodBodyChangeAttribute | |
| class MethodDescription | Describes a method. We use this class to wrap and return MethodInfo's that are safe to interact with. Returned by and . |
| class MissingComponent | This is added when a component is missing. It will store the json data of the missing component, so we don't lose any data. |
| class Model | A model. |
| class Model.BodyGroupMaskAttribute | Used to mark properties as a body group mask, so the correct editor can be used |
| class Model.BodyPart | |
| class Model.BodyPart.Choice | |
| class Model.MaterialGroupAttribute | Used to mark a property as a material group, for the editor |
| class Model.MaterialOverrideAttribute | Used to mark a property as a material material override dictionary, for the editor |
| struct ModelArchetype | Default model archetypes. These types are defined in "tools/model_archetypes.txt". |
| class ModelAttachments | |
| class ModelAttachments.Attachment | |
| class ModelBuilder | Provides ability to generate s at runtime. A static instance of this class is available at |
| struct ModelBuilder.Bone | A bone definition for use with . |
| class ModelCollider | Defines a collider based on a model. |
| class ModelHitboxes | Hitboxes from a model |
| class ModelMorphs | Allows fast lookups of morph variables |
| class ModelPhysics | Physics for a model. This is primarily used for ragdolls and other physics driven models, otherwise you should be using a Rigidbody. |
| class ModelRenderer | Renders a model in the world |
| struct ModelRenderer.ShadowRenderType | |
| class MorphCollection | Used to access and manipulate morphs. |
| class MotionBlur | Applies a motion blur effect to the camera |
| class Mouse | Gives access to mouse position etc |
| struct MouseButtons | State of mouse buttons being pressed or not. |
| struct MouseVisibility | The visibility state of the mouse cursor. |
| struct MultisampleAmount | |
| class MultiSerializedObject | An object (or data) that can be accessed as an object |
| class MusicPlayer | Enables music playback. Use this for music, not for playing game sounds. |
| class NavMeshAgent | An agent that can navigate the navmesh defined in the scene. |
| struct NavMeshAgent.LinkTraversalData | Holds information about the current link the agent is traversing. |
| class NavMeshArea | An area that influences the NavMesh generation. Areas can be used to block off parts of the NavMesh. Static areas have almost no performance overhead. Moving areas at runtime will have an impact on performance if done excessively. |
| class NavMeshLink | NavigationLinks connect navigation mesh polygons for pathfinding and enable shortcuts like ladders, jumps, or teleports. |
| class NetDictionary<TKey,TValue> | A networkable dictionary for use with the and . Only changes will be networked instead of sending the whole dictionary every time, so it's more efficient. Example usage: public class MyComponent : Component { [Sync] public NetDictionary<string,bool> MyBoolTable { get; set; } = new(); public void SetBoolState( string key, bool state ) { if ( IsProxy ) return; MyBoolTable[key] = state; } } |
| struct NetFlags | |
| class NetList<T> | A networkable list for use with the and . Only changes will be networked instead of sending the whole list every time, so it's more efficient. Example usage: public class MyComponent : Component { [Sync] public NetList<int> MyIntegerList { get; set; } = new(); public void AddNumber( int number ) { if ( IsProxy ) return; MyIntegerList.Add( number ); } } |
| struct NetPermission | Specifies who can invoke an action over the network. |
| class Networking | Global manager to hold and tick the singleton instance of NetworkSystem. |
| class NetworkingSettings | A class that holds all configured networking settings for a game. This is serialized as a config and shared from the server to the client. |
| struct NetworkMode | Specifies how a should be networked. |
| struct NetworkOrphaned | Specifies what happens when the owner of a networked object disconnects. |
| struct ObjectCreateBatchMsg | |
| struct ObjectCreateMsg | |
| struct ObjectDestroyMsg | |
| struct ObjectNetworkTableMsg | |
| struct ObjectRefreshMsg | |
| struct ObjectRefreshMsgAck | |
| struct ObjectRpcMsg | |
| struct OwnerTransfer | Specifies who can control ownership of a networked object. |
| class Package | Represents an asset on Asset Party. |
| class Package.Facet | Describes a facet of a group of items, with a limited number of each facet with their total item counts |
| class Package.Facet.Entry | A facet entry consists of a name, display information and the number of items inside |
| class Package.FindResult | A result from the call to FindAsync |
| interface Package.IRevision | |
| class Package.ListResult | Represents the actual response from the api |
| class Package.ListResult.Grouping | |
| struct Package.LoadingScreenSetup | |
| class Package.Organization | Represents an organization on Asset Party. Organization owns packages. |
| struct Package.PackageInteraction | |
| struct Package.PackageProperty | A binary category used to divide into two categories. For example, Work In Progress. |
| struct Package.PackageUsageStats | Statistics for user interactions with this package |
| struct Package.PackageUsageStats.Group | |
| struct Package.ReviewStats | |
| class Package.Screenshot | |
| struct Package.SortOrder | Describes a sort order which can be used with the package/find api |
| struct Package.TagEntry | Represents a tag along with the count of items it contains |
| struct Package.Type | |
| class PanelComponent | |
| class Particle | |
| class Particle.BaseListener | Allows creating a class that will exist for as long as a particle. The methods get called in the particle thread, which removes the need to run through the particle list again, but it has the danger and restrictions that come with threaded code. |
| class ParticleAttractor | Attract particles to a GameObject in the scene |
| class ParticleBoxEmitter | Emits particles within a box shape. |
| class ParticleConeEmitter | Emits particles within/along a cone shape. |
| class ParticleController | Particles can have extra controllers that can modify the particles every frame. |
| struct ParticleControlPoint | |
| struct ParticleControlPoint.ControlPointValueInput | |
| class ParticleEffect | Defines and holds particles. This is the core of the particle system. |
| struct ParticleEffect.SimulationSpace | |
| class ParticleEmitter | Creates particles. Should be attached to a . |
| struct ParticleFloat | |
| struct ParticleFloat.EvaluationType | |
| struct ParticleFloat.ValueType | |
| struct ParticleGradient | |
| struct ParticleGradient.EvaluationType | |
| struct ParticleGradient.ValueType | |
| class ParticleLightRenderer | Adds lighting to particles in your effect. |
| class ParticleModelEmitter | Emits particles in a model |
| class ParticleModelRenderer | Renders particles as models, using the particle's position, rotation, and size. |
| class ParticleModelRenderer.ModelEntry | |
| class ParticleRenderer | Renders a set of particles. Should be attached to a . |
| class ParticleRingEmitter | Emits particles in a ring. The ring can be flat or have a tube-like quality. Velocity can either be added from the center of the ring, or from the ring itself. |
| class ParticleSnapshot | A particle snapshot that can be created procedurally. Contains a set of vertices that particle effects can address. |
| struct ParticleSnapshot.Vertex | A vertex to update a particle snapshot with. |
| class ParticleSphereEmitter | Emits particles within a sphere shape. |
| class ParticleSpriteRenderer | Renders particles as 2D sprites |
| struct ParticleSpriteRenderer.BillboardAlignment | |
| struct ParticleSpriteRenderer.ParticleSortMode | |
| class ParticleSystem | A particle effect system that allows for complex visual effects, such as explosions, muzzle flashes, impact effects, etc. |
| class ParticleTextRenderer | Renders particles as 2D sprites |
| struct ParticleTextRenderer.BillboardAlignment | |
| struct ParticleTextRenderer.ParticleSortMode | |
| class ParticleTrailRenderer | Renders a trail for each particle in the effect. |
| struct ParticleVector3 | |
| class PartyRoom | A Party. A Party with your friends. |
| struct PartyRoom.Entry | |
| class PhysicsBody | Represents a physics object. An entity can have multiple physics objects. See PhysicsGroup. A physics objects consists of one or more PhysicsShapes. |
| struct PhysicsBodyType | |
| struct PhysicsContact | |
| struct PhysicsContact.Target | |
| class PhysicsGroup | Represents a set of PhysicsBody objects. Think ragdoll. |
| class PhysicsGroupDescription | |
| class PhysicsGroupDescription.BodyPart | |
| class PhysicsGroupDescription.BodyPart.CapsulePart | |
| class PhysicsGroupDescription.BodyPart.HullPart | |
| class PhysicsGroupDescription.BodyPart.MeshPart | |
| class PhysicsGroupDescription.BodyPart.Part | |
| class PhysicsGroupDescription.BodyPart.SpherePart | |
| class PhysicsGroupDescription.Joint | |
| struct PhysicsGroupDescription.JointType | |
| struct PhysicsIntersection | |
| struct PhysicsIntersectionEnd | |
| struct PhysicsLock | |
| struct PhysicsMotionType | Represents Physics body's motion type. |
| class PhysicsShape | Represents a basic, convex shape. A PhysicsBody consists of one or more of these. |
| struct PhysicsSimulationMode | Physics simulation mode. For use with . |
| struct PhysicsTraceBuilder | |
| struct PhysicsTraceResult | |
| class PhysicsWorld | A world in which physics objects exist. You can create your own world but you really don't need to. A world for the map is created clientside and serverside automatically. |
| class Pixelate | Applies a pixelate effect to the camera |
| struct Plane | Represents a plane. |
| class PlaneCollider | Defines a plane collider. |
| class PlayerController | |
| interface PlayerController.IEvents | Events from the PlayerController |
| class PointLight | Emits light in all directions from a point in space. |
| class PolygonMesh | An editable mesh made up of polygons, triangulated into a model |
| struct PolygonMesh.BevelEdgesMode | |
| struct PolygonMesh.DissolveRemoveVertexCondition | |
| struct PolygonMesh.EdgeSmoothMode | |
| struct PolygonMesh.ExtentType | |
| class PolygonMesh.FaceExtents | |
| struct PolygonMesh.TextureJustification | |
| class PostProcess | Adds an effect to the camera |
| class PrefabFile | |
| class PrefabScene | |
| class PrefabScene.VariableCollection | A collection of variabnles that have been configured for this scene |
| class PrefabVariable | A prefab variable definition |
| struct PrefabVariable.PrefabVariableTarget | Targets a property in a component or gameobject. |
| class Preferences | Holds information about the current user's preferences. |
| class Project | Represents an on-disk project. |
| class ProjectSettings | |
| class Prop | A prop is defined by its model. The model can define its health and what happens when it breaks. This component is designed to be easy to use - since you only need to define the model. Although you can access the procedural (hidden) components, they aren't saved, so it's a waste of time. |
| struct PropertyAccessor | |
| class PropertyAccessorBodyChangeAttribute | |
| class PropertyAttribute | |
| class PropertyDescription | Describes a property. We use this class to wrap and return PropertyInfo's that are safe to interact with. Returned by and . |
| class PureAttribute | No summary. |
| class RangeAttribute | Mark this property as a ranged float/int. In inspector we'll be able to create a slider instead of a text entry. TODO: Replace this with the System.ComponentModel.DataAnnotations.Range one - move step and clamped to their own attributes |
| class ReadOnlyAttribute | Display this in the inspector - but don't let anyone edit it |
| class RealTime | Access to time. |
| struct RealTimeSince | A convenience struct to easily measure time since an event last happened, based on . Typical usage would see you assigning 0 to a variable of this type to reset the timer. Then the struct would return time since the last reset. i.e.: RealTimeSince lastUsed = 0; if ( lastUsed > 10 ) { /*Do something*/ } |
| struct RealTimeUntil | A convenience struct to easily manage a time countdown, based on . Typical usage would see you assigning to a variable of this type a necessary amount of seconds. Then the struct would return the time countdown, or can be used as a bool i.e.: RealTimeUntil nextAttack = 10; if ( nextAttack ) { /*Do something*/ } |
| struct Rect | Represents a rectangle. |
| struct RectInt | Represents a rectangle but with whole numbers |
| class RenderAttributes | |
| class Renderer | |
| class RenderOptions | |
| class RenderTarget | Essentially wraps a couple of textures that we're going to render to. The color texture and the depth texture. |
| class RequireComponentAttribute | When added to a property on a Component, we'll try to make that component value non null. We will first look on the GameObject for the component type. If it's not found, we'll create one. |
| class Resource | A resource loaded in the engine, such as a or . |
| class ResourceExtension<T,TSelf> | An extension of ResourceExtension[t], this gives special helper methods for retrieving resources targetting specific assets. |
| class ResourceExtension<T> | A GameResource type that adds extended properties to another resource type. You should prefer to use the type with to generic arguments, and define your own type as the second argument. That way you get access to the helper methods. |
| class ResourceLibrary | Keeps a library of all available . |
| interface ResourceLibrary.IEventListener | |
| class ResourceTypeAttribute | Allows you to specify a string property as a resource type. This will give the property a resource finder. Type should be the file extension, ie "vmdl" |
| class Rigidbody | Adds physics properties to an object. Requires a collider to be attached to the same object. |
| struct RigidbodyFlags | |
| class Rpc | |
| class Rpc.BroadcastAttribute | Marks a method as being an RPC. It will be called for everyone. |
| class Rpc.HostAttribute | Marks a method as being an RPC. It will only be called on the host. |
| class Rpc.OwnerAttribute | Marks a method as being an RPC. It will only be called on owner of this object. |
| class RpcAttribute | Marks a method as being an RPC. This means that it can be called over the network. |
| class SandboxGameExtensions | |
| class SandboxGameExtensions | |
| class SandboxSystemExtensions | |
| class Scene | |
| interface Scene.ISceneEditorSession | |
| class SceneAnimationSystem | |
| class SceneCamera | Represents a camera and holds render hooks. This camera can be used to draw tool windows and scene panels. |
| class SceneCamera.BloomAccessor | |
| struct SceneCamera.BloomAccessor.BloomMode | |
| class SceneCamera.TonemapAccessor | |
| struct SceneCameraDebugMode | |
| class SceneCubemap | |
| struct SceneCubemap.ProjectionMode | |
| class SceneCullingBox | A box which can be used to explicitly control scene visibility. There are two modes: 1. Cull inside, hide any objects fully inside the box (excluder) 2. Cull outside, hide any objects not intersecting any cull boxes marked cull outside (includer) |
| struct SceneCullingBox.CullMode | Cull mode, either inside or outside |
| class SceneCustomObject | A scene object that allows custom rendering within a scene world. |
| class SceneDirectionalLight | A directional scene light that is used to mimic sun light in a . Direction is controlled by this objects' . |
| class SceneDynamicObject | |
| class SceneFile | |
| class SceneFogVolume | Represents a volume of fog in a scene, contributing to volumetric fog effects set on . |
| class SceneInformation | |
| struct SceneLayerType | |
| class SceneLight | Generic point light scene object for use with a . |
| struct SceneLight.FogLightingMode | |
| struct SceneLight.LightShape | |
| class SceneLineObject | A scene object which is used to draw lines |
| struct SceneLineObject.CapStyle | |
| struct SceneLineObject.FaceMode | |
| struct SceneLoadedMsg | |
| class SceneLoadOptions | |
| class SceneMap | Map geometry that can be rendered within a . |
| class SceneMapLoader | |
| class SceneMapLoader.TextSceneObject | |
| class SceneModel | A model scene object that supports animations and can be rendered within a . |
| struct SceneModel.AnimTagEvent | |
| struct SceneModel.AnimTagStatus | Enumeration that describes how the AnimGraph tag state changed. Used in . |
| struct SceneModel.FootstepEvent | |
| struct SceneModel.GenericEvent | |
| struct SceneModel.SoundEvent | |
| class SceneNetworkSystem | This is created and referenced by the network system, as a way to route. |
| struct SceneNetworkTableMsg | |
| class SceneObject | A model scene object that can be rendered within a . |
| class SceneObject.SceneObjectFlagAccessor | |
| class SceneParticles | A SceneObject used to render particles. We need to be careful with what we do here, because this object is created for in-engine particles as well as custom scene object particles. With custom particles there's no automatic Simulate, or deletion.. You're completely on your own. This is perhaps a good thing though, it's maybe what you want to happen. To be completely isolated and completely in control. But at the same time maybe it's not and it's something we need to sort out. |
| struct SceneRenderLayer | SceneObjects can be rendered on layers other than the main game layer. This is useful if, for example, you want to render on top of everything without applying post processing. |
| struct SceneRpcMsg | |
| class SceneSkyBox | Renders a skybox within a . |
| struct SceneSkyBox.FogParamInfo | |
| struct SceneSkyBox.FogType | |
| struct SceneSkyBox.SkyLightInfo | |
| class SceneSpotLight | A simple spot light scene object for use in a . |
| struct SceneTrace | |
| struct SceneTraceResult | |
| class SceneUtility | |
| class SceneWorld | A scene world that contains s. See Utility.CreateSceneWorld. You may also want a to manually render the scene world. |
| class Screen | Access screen dimension etc. |
| class ScreenPanel | Renders any attached PanelComponents to the screen. Acts as the root for all your UI components. |
| struct ScreenPanel.AutoScale | |
| class SelectionSystem | |
| class SerializedCollection | |
| class SerializedObject | An object (or data) that can be accessed as an object |
| class SerializedObject.PropertyChangedDelegate | |
| class SerializedObject.PropertyFinishEditDelegate | |
| class SerializedObject.PropertyPreChangeDelegate | |
| class SerializedObject.PropertyStartEditDelegate | |
| class SerializedProperty | |
| struct SerializedProperty.AsAccessor | |
| class SerializedProperty.Proxy | Allows easily creating SerializedProperty classes that wrap other properties. |
| class Shader | A shader is a specialized and complex computer program that use world geometry, materials and textures to render graphics. |
| struct ShaderProgramType | |
| class Sharpen | Applies a sharpen effect to the camera |
| struct SimpleVertex | |
| class SingleActionAttribute | Force a delegate-type property to only have a single attached Action Graph. |
| class SkinnedModelRenderer | Renders a skinned model in the world. A skinned model is any model with bones/animations. |
| struct SkinnedModelRenderer.BoneVelocity | |
| class SkinnedModelRenderer.MorphAccessor | |
| class SkinnedModelRenderer.ParameterAccessor | |
| class SkinnedModelRenderer.SequenceAccessor | |
| class SkipHotloadAttribute | Skip processing a specific field, or any fields in a type marked by this attribute. Field processing will still occur if a type marked by this attribute was defined in a swapped assembly. |
| class SkyBox2D | Adds a 2D skybox to the world |
| class SliderJoint | Restrict an object to one axis, relative to another object. Like a drawer opening. |
| class Sound | Single source for creating sounds |
| class SoundBoxComponent | Plays a sound within a box. |
| class SoundEvent | A sound event. It can play a set of random sounds with optionally random settings such as volume and pitch. |
| struct SoundEvent.SoundSelectionMode | |
| class SoundFile | A sound resource. |
| struct SoundFormat | |
| class SoundHandle | A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc. |
| class SoundHandle.LipSyncAccessor | |
| class SoundHandleExtensions | |
| class SoundPointComponent | Plays a sound at a point in the world. |
| class Soundscape | A soundscape is used for environmental ambiance of a map by playing a set of random sounds at given intervals. |
| class Soundscape.LoopedSound | |
| class Soundscape.StingSound | |
| class SoundscapeTrigger | Plays a soundscape when the listener enters the trigger area. |
| struct SoundscapeTrigger.TriggerType | |
| class SoundStream | |
| class SpaceAttribute | Add a space above this property |
| class SpawnPoint | Dictates where players will spawn when they join the game when using a NetworkHelper. |
| struct Sphere | Represents a sphere. |
| class SphereCollider | Defines a sphere collider. |
| class Spline | Collection of curves in 3D space. Shape and behavior of the curves are controled through points , each with customizable handles, roll, scale, and up vectors. Two consecutive points define a segment/curve of the spline. By adjusting the handles both smooth and sharp corners can be created. The spline can also be turned into a loop, combined with linear tangents this can be used to create polygons. Splines can also be used used for animations, camera movements, marking areas, or procedural geometry generation. |
| struct Spline.HandleMode | Describes how the spline should behave when entering/leaving a point. |
| struct Spline.Point | Point that defines part of the spline. Two consecutive points define a segment of the spline. The , / Handles and / properties are used to define the shape of the spline. P1 (Position) P1 (In) ▼ P1 (Out) o──────═══X═══──────o ───/ \─── ──/ \── -/ \- / \ | | P0 X X P2 |
| struct Spline.Sample | Information about the spline at a specific distance. |
| class SpotLight | Emits light in a specific direction in a cone shape. |
| class SpringJoint | Try to keep an object a set distance away from another object. Like a spring connecting two objects. |
| class SpriteRenderer | Renders a sprite in the world |
| class Standalone | |
| class StandaloneManifest | |
| struct StaticRpcMsg | |
| struct SteamId | Represents a SteamId, in the hope to avoid the "should it be a long or ulong" debate. |
| struct SteamId.AccountTypes | |
| struct StereoTargetEye | |
| struct StreamChannel | |
| struct StreamChatMessage | |
| struct StreamClip | |
| class Streamer | |
| struct StreamPoll | |
| struct StreamPoll.Choice | |
| struct StreamPrediction | |
| struct StreamPrediction.Outcome | |
| struct StreamService | Streamer integration services |
| struct StreamUser | |
| struct StreamUserFollow | |
| class StringLiteralOnlyAttribute | Ask codegen to shit itself if the parameter isn't passed in as a string literal |
| struct StringToken | Strings are commonly converted to tokens in engine, to save space and speed up things like comparisons. We wrap this functionality up in the StringToken struct, because we can apply a bunch of compile time optimizations to speed up the conversion. |
| class StringToken.ConvertAttribute | To allow redirecting in the case where a class has both a string and StringToken version of a method. We should be able to remove this when we're compiling on demand instead of keeping the string versions around for compatibility. |
| class SupportsILHotloadAttribute | |
| class SuppressNullKeyWarningAttribute | When applied to a member with or type, don't warn if the key of an item becomes null during a hotload because a type is removed. You should only use this attribute if you're sure that it's safe to quietly remove entries. |
| class Surface | A physics surface. This is applied to each PhysicsShape and controls its physical properties and physics related sounds. |
| struct Surface.BreakablesInfo | |
| struct Surface.ImpactEffectData | |
| struct Surface.ScrapeEffectData | |
| struct Surface.SoundData | |
| class SyncAttribute | Automatically synchronize a property of a networked object from the owner to other clients. |
| struct SyncFlags | Describes the behaviour of network synchronization. |
| class TagSet | |
| class TagSet.JsonConvert | |
| class TargetTypeAttribute | When applied to a Type property, allows you to specify a Type that the property's value must derive from. |
| struct TaskSource | Provides a way for us to cancel tasks after common async shit is executed. |
| class Terrain | Terrain renders heightmap based terrain. |
| struct Terrain.SyncFlags | |
| class TerrainMaterial | Description of a Terrain Material. |
| class TerrainStorage | Stores heightmaps, control maps and materials. |
| class TerrainStorage.TerrainMaterialSettings | |
| class TextAreaAttribute | When applied to a string property, show a multi-line text box instead of a single line. |
| struct TextFlag | Flags dictating position of text (and other elements). Default alignment on each axis is Top, Left. Values for each axis can be combined into a single value, conflicting values have undefined behavior. |
| class TextRenderer | Renders text in the world |
| struct TextRenderer.TextAlign | |
| class TextRendering | |
| struct TextRendering.Outline | |
| struct TextRendering.Scope | Defines a scope of text, all using the same style. |
| struct TextRendering.Shadow | |
| class Texture | A texture is an image used in rendering. Can be a static texture loaded from disk, or a dynamic texture rendered to by code. Can also be 2D, 3D (multiple slices), or a cube texture (6 slices). |
| struct Texture2DBuilder | |
| struct Texture3DBuilder | |
| struct TextureArrayBuilder | |
| struct TextureBuilder | |
| struct TextureCubeBuilder | |
| class TextureImagePathAttribute | When added to a string property, will allow selection of anything that a Texture can be |
| class ThreadSafe | MainThread related functions. |
| class Time | |
| struct TimeSince | A convenience struct to easily measure time since an event last happened, based on . Typical usage would see you assigning 0 to a variable of this type to reset the timer. Then the struct would return time since the last reset. i.e.: TimeSince lastUsed = 0; if ( lastUsed > 10 ) { /*Do something*/ } |
| struct TimeUntil | A convenience struct to easily manage a time countdown, based on . Typical usage would see you assigning to a variable of this type a necessary amount of seconds. Then the struct would return the time countdown, or can be used as a bool i.e.: TimeUntil nextAttack = 10; if ( nextAttack ) { /*Do something*/ } |
| class TintAttribute | |
| class Tonemapping | Applies a tonemapping effect to the camera. |
| struct Tonemapping.ExposureColorSpaceEnum | |
| struct Tonemapping.TonemappingMode | Options to select a tonemapping algorithm to use for color grading. |
| class TrailRenderer | Renders a trail behind the object, when it moves. |
| struct TrailTextureConfig | Defines how a trail is going to be textured. Used by TrailRenderer. |
| class TransformProxy | |
| class TransformProxyComponent | Help to implement a component that completely overrides the transform. This is useful for scenarios where you will want to keep the local transform of a GameObject, but want to offset based on that for some reason. Having multiple of these on one GameObject is not supported, and will result in weirdness. |
| struct Triangle | |
| class TypeDescription | Describes a type. We use this class to wrap and return System.Type's that are safe to interact with. Returned by . |
| struct Vertex | |
| struct VertexAttribute | |
| struct VertexAttributeFormat | |
| struct VertexAttributeType | |
| class VertexBuffer | |
| class VertexLayout | Allows for the definition of custom vertex layouts |
| class VertexLayout.BaseAttribute | |
| class VertexLayout.BlendIndices | |
| class VertexLayout.BlendWeight | |
| class VertexLayout.Color | |
| class VertexLayout.Normal | |
| class VertexLayout.Position | |
| class VertexLayout.Tangent | |
| class VertexLayout.TexCoord | |
| struct VideoDisplayMode | |
| class VideoPlayer | Enables video playback and access to the video texture and audio. |
| class VideoPlayer.AudioAccessor | |
| class VideoPlayer.TextureChangedDelegate | |
| class VideoWriter | Allows the creation of video content by encoding a sequence of frames. |
| struct VideoWriter.Codec | |
| struct VideoWriter.Config | |
| struct VideoWriter.Container | |
| class Vignette | Applies a vignette to the camera |
| class Voice | Records and transmits voice/microphone input to other players. |
| struct Voice.ActivateMode | |
| class VolumetricFogController | Internal component for storing the baked fog texture We don't need to expose the volumetric fog controller like we did previously with entities, But we need to be fetch the baked fog texture from the map file |
| class VolumetricFogParameters | |
| class VolumetricFogVolume | Adds a volumetric fog volume to the scene. |
| class VRWorldInput | |
| struct VRWorldInput.HandSources | Represents a controller to use |
| class WebSocket | A WebSocket client for connecting to external services. |
| class WebSocket.DataReceivedHandler | Event handler which processes binary messages from the WebSocket service. |
| class WebSocket.DisconnectedHandler | Event handler which fires when the WebSocket disconnects from the server. |
| class WebSocket.MessageReceivedHandler | Event handler which processes text messages from the WebSocket service. |
| class WebSurface | Enables rendering and interacting with a webpage |
| class WebSurface.TextureChangedDelegate | |
| class WideModeAttribute | Expand the value editor to fill the next line in the inspector, leaving the title above it |
| struct WorkshopItemMetaData | Some metadata we'll pack into a workshop submission when publishing. |
| class WorldInput | A router for world input, the best place to put this is on your player's camera. |
| class WorldPanel | Renders any attached PanelComponents to the world in 3D space. |
| struct WorldPanel.HAlignment | |
| struct WorldPanel.VAlignment | |
| struct WrappedMethod | Provides data about a wrapped method in a callback. |
| struct WrappedMethod<T> | Provides data about a wrapped method in a callback. |
| struct WrappedPropertyGet<T> | Provides data about a wrapped property getter in a callback. |
| struct WrappedPropertySet<T> | Provides data about a wrapped property setter in a callback. |