class EnvmapProbe
A cubemap probe that captures the environment around it.
public Texture Texture { get; set; }
If this is set, the EnvmapProbe will use a custom cubemap texture instead of render dynamically
public EnvmapProbe.CubemapResolution Resolution { get; set; }
Resolution of the cubemap texture
public float MaxDistance { get; set; }
Only update dynamically if we're this close to it
public bool MultiBounce { get; set; }
Minimum amount of reflection bounces to render when first enabled before settling, at cost of extra performance on load Often times you don't need this
public GameObject.NetworkAccessor Network { get; }
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public Rotation LocalRotation { get; set; }
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public Vector3 LocalPosition { get; set; }
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public Transform LocalTransform { get; set; }
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public Guid Id { get; }
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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )
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public Vector3 LocalScale { get; set; }
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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponents( bool includeDisabled = False )
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public T GetComponent( bool includeDisabled = False )
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public T GetOrAddComponent( bool startEnabled = True )
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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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public ComponentFlags Flags { get; set; }
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public JsonNode Serialize( GameObject.SerializeOptions options = null )
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public T AddComponent( bool startEnabled = True )
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public void Deserialize( JsonObject node )
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public void DeserializeImmediately( JsonObject node )
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public int ComponentVersion { get; }
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public Transform WorldTransform { get; set; }
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public Vector3 WorldPosition { get; set; }
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public Rotation WorldRotation { get; set; }
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public Vector3 WorldScale { get; set; }
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public Type GetType( )
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public string ToString( )
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public bool Equals( object obj )
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public int GetHashCode( )
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public bool IsProxy { get; }
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public bool Dirty
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public ITagSet Tags { get; }
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public SceneCubemap.ProjectionMode Projection { get; set; }
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public Color TintColor { get; set; }
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public BBox Bounds { get; set; }
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public float Feathering { get; set; }
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public bool RenderDynamically { get; set; }
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public float ZNear { get; set; }
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public float ZFar { get; set; }
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public EnvmapProbe.CubemapDynamicUpdate UpdateStrategy { get; set; }
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public float DelayBetweenUpdates { get; set; }
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public int FrameInterval { get; set; }
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public Scene Scene { get; }
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public GameTransform Transform { get; }
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public GameObject GameObject { get; }
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public ComponentList Components { get; }
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public bool Enabled { get; set; }
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public bool Active { get; }
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public bool IsValid { get; }
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public Action OnComponentEnabled { get; set; }
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public Action OnComponentStart { get; set; }
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public Action OnComponentUpdate { get; set; }
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public Action OnComponentFixedUpdate { get; set; }
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public Action OnComponentDisabled { get; set; }
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public Action OnComponentDestroy { get; set; }
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public void Destroy( )
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public void DestroyGameObject( )
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public void Reset( )
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public void EditLog( string name, object source )
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public EnvmapProbe( )
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public DebugOverlaySystem DebugOverlay { get; }
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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )
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