Skip to content

API Reference

Every group and type a NexusScript can call, with signatures — the complete, authoritative list of what's callable, always current with the runtime. Each section below links to its full guide with explanation and examples; the complete set lives under NexusScript in the sidebar — Transforms · Math · Physics · UI · Animation · Audio · Input & time · Collections · Rendering · Player · NPC · Storage · HTTP.

How to read this

Group.Method(args) -> return is called as written (e.g. Physics.Raycast(...), Mathf.Clamp(...)). Instance types (Transform, Rigidbody, Collider, …) are reached through a handle you already hold — transform, gameObject, hit.collider, gameObject.GetComponent<Rigidbody>(). A ~ after a signature means its parameter names are approximate (arg0, arg1) and its types — especially the return type — may not be exact; follow the linked guide when one covers the call. A † marks members exposed to visual scripting that may not be callable from a text script.

Lifecycle & callbacks

Methods you implement on your NexusBehaviour (the engine calls them) — not in the tables below, which list methods you call. → Basics & lifecycle

Method When
Start · Update · FixedUpdate · LateUpdate · Awake · OnEnable/OnDisable · OnDestroy engine lifecycle (protected override)
OnTriggerEnter/Stay/Exit(Collider) · OnCollisionEnter/Stay/Exit(Collision) physics (by name)
OnPlayerJoined(id) · OnPlayerLeft(id) player presence (by name) — fires SERVER-side only, once per join/leave
OnGrabbed() · OnDropped() · OnUsed() · OnUseDown()/OnUseUp() · OnHoverEnter()/OnHoverExit() · OnValueChanged(float) · OnValueMax()/OnValueMin() · OnRackCycle() · OnAttached()/OnDetached() SSInteractable callbacks (by name) — a press fires OnUsed; OnUseDown()/OnUseUp() are the held-action pair (the up always reaches whoever took the down, even if the reticle moved off)

OnUse/OnPickup/OnDrop/HeldInput are SSInteractable Event triggers (the inspector Events list), not method names — a script method named OnUse()/OnPickup()/OnDrop() never fires; use OnUsed()/OnGrabbed()/OnDropped(). (OnUseDown/OnUseUp/OnHoverEnter/OnHoverExit exist as BOTH an inspector trigger and a same-named script callback.) See the Interactables API.

Players, NPCs & AI

Guide: Players, NPCs & AI — explanation, examples, and gotchas.

Player

The Add / Get* / Set* rows are per-player synced variables. See Networking.

Member Signature
Add (name: string, delta: number)
AddVelocity (playerId: string, velocity: Vector3)
ClearAvatarOverride (arg0: string) -> bool ~
DisableFlying (playerId: string)
EnableFlying (playerId: string)
GetAvatarEyeHeight () -> float ~
GetAvatarHeight () -> float ~
GetAvatarId (arg0: string) -> string ~
GetAvatarRoot (arg0: string) -> int ~
GetBonePosition (arg0: string, arg1: string) -> Vector3 ~
GetBoneRotation (arg0: string, arg1: string) -> Quaternion ~
GetBool (name: string, default: bool) -> bool
GetDisplayName (playerId: string) -> string
GetDistance (arg0: string) -> float ~
GetDistanceTo (arg0: string, arg1: string) -> float ~
GetDistanceToPlayer (arg0: string, arg1: string) -> float ~
GetFingerCurl (playerId: string, hand, finger: int) -> float
GetFootPosition (playerId: string, foot) -> Vector3
GetFootRotation (playerId: string, foot) -> Quaternion
GetGazeDirection () -> object ~
GetGesture (playerId: string, hand) -> int
GetHandPosition (playerId: string, hand) -> Vector3
GetHandRotation (playerId: string, hand) -> Quaternion
GetHeadPosition () -> Vector3 ~
GetHeadRotation () -> Quaternion ~
GetHipPosition () -> object ~
GetHipRotation () -> object ~
GetName (playerId: string) -> string
GetNearby (arg0: object) -> array ~
GetNumber (name: string, default: number) -> number
GetPlayerId (PlayerAPI: object) -> string ~
GetPlayersInRange (arg0: object) -> array ~
GetPosition (playerId: string) -> Vector3
GetRespawnPoint () -> Vector3
GetRootLift () -> object ~
GetRotation (playerId: string) -> Quaternion
GetRunSpeed (arg0: object) -> float ~
GetSpeakerId () -> object ~
GetSpeakerUserId () -> string ~
GetString (name: string, default: string) -> string
GetTrackerMask () -> object ~
GetTrackingMode () -> object ~
GetUserId (arg0: string) -> string ~
GetUsername (arg0: string) -> string ~
GetVelocity (playerId: string) -> Vector3
GetWalkSpeed () -> object ~
HasFullBodyTracking () -> object ~
IdOf (arg0: object) -> string ~
Immobilize () -> object ~
IsBehind () -> bool ~
IsGrounded (playerId: string) -> bool
IsHandTracked (playerId: string, hand) -> bool
IsInFrontOf () -> bool ~
IsInRange (arg0: string, arg1: string, arg2: float) -> bool ~
IsLocal (PlayerAPI: object) -> bool ~
IsPlayerInRange (arg0: string, arg1: string, arg2: float) -> bool ~
IsVR () -> object ~
IsValid (PlayerAPI: object) -> bool ~
IsVisible () -> bool ~
Respawn () -> void
RestoreMobility (arg0: object) -> void ~
SetAvatar (arg0: string, arg1: string) -> bool ~
SetAvatarBool (arg0: object, arg1: object, arg2: bool) -> object ~
SetAvatarFloat (arg0: object, arg1: object, arg2: float) -> object ~
SetBool (name: string, value: bool)
SetGravity (playerId: string, gravity: float)
SetGravityReorientSmoothing (seconds: float) -> void
SetGravityStrength (PlayerAPI: object, strength: float) -> bool ~
SetHeightRespawn (mode: int) -> void
SetJumpHeight (PlayerAPI: object, height: float) -> bool ~
SetJumpImpulse (PlayerAPI: object, impulse: Vector3) -> bool ~
SetJumpPower (playerId: string, power: float)
SetNumber (name: string, value: number)
SetRespawnPoint (x: float, y: float, z: float) -> void
SetRunSpeed (playerId: string, speed: float)
SetString (name: string, value: string)
SetVelocity (playerId: string, velocity: Vector3)
SetWalkSpeed (playerId: string, speed: float)
Teleport (playerId: string, position: Vector3, rotation: Quaternion)

NPC

Member Signature
CommandError (message: string) -> void
CommandResult (message: string) -> void
GetState () -> string
Notify (eventId: string, dataJson: string) -> void
NotifyTo (npc: GameObject, eventId: string, dataJson: string) -> void
RegisterFunction (name: string, description: string) -> void
Say (message: string) -> void
SayAs (npc: GameObject, message: string) -> void
SayTo (playerId: string, message: string) -> void
SetState (stateName: string) -> void
Think (prompt: string) -> string

Self

Member Signature
AddKnowledge (fact: string) -> void
AddPlayerNote (playerId: string, note: string) -> void
GetId () -> string
GetName () -> string
GetPersonality () -> string
GetPlayerAffinity (playerId: string) -> float
RecordEvent (event: string) -> void
SetPlayerAffinity (playerId: string, value: float) -> void

AI

Member Signature
AppendImageToFeed (feedKey: string, prompt: string [, aspectRatio: string]) -> bool
Chat (message: string) -> string
ChatWithSystem (systemPrompt: string, message: string) -> string
GenerateImage (prompt: string) -> string
GenerateImageOnto (key: string, prompt: string [, aspectRatio: string]) -> bool
GetFeedCount (feedKey: string) -> int
GetFeedTexture (feedKey: string, index: int) -> Texture
GetTexture (key: string) -> Texture
IsImageReady (key: string) -> bool

Networking

Member Signature
GetPlayer (arg0: int) -> object ~
GetPlayerById (arg0: string) -> object ~
GetPlayerCount () -> int
GetPlayers () -> array ~
LocalPlayer () -> object ~
get_LocalPlayer () -> object ~

Network

See Networking for the multiplayer model. SendClientRpc(method, ...args) broadcasts to every client; SendClientRpcToTarget(playerId, method, ...args) sends to ONE player (server → that player only). Get a player id from Network.GetSenderId() inside a [ServerRpc], or Player.IdOf(...) — a per-session id (changes on reconnect; use Player.GetUserId(id) for a durable/account key). (Networking.LocalPlayer resolves on each player's client; Network.LocalPlayerId isn't wired. Inside a [ServerRpc] (server-side) there is no local player — use Network.GetSenderId().)

GetServerTime() / GetUtcNow() are the shared clock — the server's UTC as Unix seconds, the SAME value on the server and every client (clients re-sync from the connection heartbeat every ~2s). Use it for round timers, cooldowns and music sync: the authority stores a start time in a synced field once, and every peer computes elapsed locally. Offline/editor it falls back to this machine's UTC, so the code path never changes.

Member Signature
GetOwner (obj: GameObject) -> string
GetSenderId () -> string
GetServerTime
GetUtcNow
IsClient
IsOwner (obj: GameObject) -> bool
IsServer
LocalPlayerId
RequestOwnership (obj: GameObject)
RequestSerialization
SendClientRpc (methodName: string, ...args)
SendClientRpcToTarget (playerId: string, methodName: string, ...args)
SendServerRpc (methodName: string, ...args)
SetOwner (obj: GameObject, playerId: string)
TestSerializeRoundtrip
get_IsClient () -> bool
get_IsServer () -> bool
get_LocalPlayerId () -> string

Voice

Member Signature
AddListener (playerId: string, channelId: string) -> void
AddTalker (playerId: string, channelId: string) -> void
CanTalk (playerId: string, channelId: string) -> bool
ClearChannelRoutes (channelId: string) -> void
ClearRoute (channelId: string, gameObject) -> void
ClearTransmitChannel (playerId: string) -> void
CreateChannel (id: string, type: string = "team", spatial: bool = <by type>, dual: bool = false) -> void
DestroyChannel (id: string) -> void
GetTransmitChannel (playerId: string) -> string
IsListener (playerId: string, channelId: string) -> bool
RemoveMember (playerId: string, channelId: string) -> void
ResetVoice (playerId: string) -> void
RouteToSource (channelId: string, gameObject [, maxDistance: number = 20] [, radioFilter: bool = false]) -> void
SetChannelDual (channelId: string, dual: bool) -> void
SetTeam (playerId: string, channelId: string) -> void
SetTransmitChannel (playerId: string, channelId: string) -> void

Combat & health

Guide: Combat & health — explanation, examples, and gotchas.

Combat

Member Signature
ApplyDamage (targetId: string, amount: float, attackerId: string) -> void
ApplyRadiusDamage (x: float, y: float, z: float, radius: float, amount: float, attackerId: string) -> void
DamageSelf (amount: float) -> void
Heal (targetId: string, amount: float) -> void
IsPvpEnabled () -> bool
Kill (targetId: string, attackerId: string) -> void
KillSelf () -> void
Respawn (playerId: string) -> void
Revive (playerId: string) -> void
SetHealth (targetId: string, value: float) -> void
SetInvulnerable (playerId: string, invulnerable: bool) -> void
SetPvpEnabled (enabled: bool) -> void

Health

Member Signature
GetHealth (targetId: string) -> float
GetMaxHealth (targetId: string) -> float
GetPercent (targetId: string) -> float
GetSelfHealth () -> float
IsDead (targetId: string) -> bool

Physical characters

Guide: Physical characters — explanation, examples, and gotchas.

Body

Member Signature
ClearPose (character: string) -> void
Exists (character: string) -> bool
GetState (character: string) -> string
GetStrength (character: string) -> float
IsHeld (character: string) -> bool
IsLimbPosed (character: string, limb: string) -> bool
IsPhysical (character: string) -> bool
PoseLimb (character: string, limb: string, space: string = "body") -> void
Ragdoll (character: string) -> void
Recover (character: string) -> void
ReleaseLimb (character: string, limb: string) -> void
SetBalance (character: string, value: float) -> void
SetGrabResistance (character: string, value: float) -> void
SetGrabbable (character: string, allow: bool) -> void
SetLimbStrength (character: string, limb: string, value: float) -> void
SetStrength (character: string, value: float) -> void

Vehicles & stations

Guide: Vehicles & stations — explanation, examples, and gotchas.

Station

Member Signature
Exit () -> void
GetButton (name: string) -> bool
GetLift () -> float
GetLookX () -> float
GetLookY () -> float
GetMoveX () -> float
GetMoveY () -> float
GetPitch () -> float
GetRoll () -> float
GetSteer () -> float
GetThrottle () -> float
GetYaw () -> float
HasDriver () -> bool

Interactables

Guide: Interactables — explanation, examples, and gotchas.

Interactable

Member Signature
AttachTo (anchor: string) -> void
Detach () -> void
ForceDrop () -> void
GetAttachPoint () -> string
GetGrabCount () -> int
GetHolder () -> string
GetValue () -> float
IsHeld () -> bool
Lock () -> void
SetLocked (locked: bool) -> void

Interactables

Member Signature
AttachTo (objectId: string, anchor: string) -> void
Detach (objectId: string) -> void
ForceDrop (objectId: string) -> void
GetAttachPoint (objectId: string) -> string
GetGrabCount (objectId: string) -> int
GetHolder (objectId: string) -> string
GetValue (objectId: string) -> float
IsHeld (objectId: string) -> bool
Lock (objectId: string) -> void
SetLocked (objectId: string, locked: bool) -> void

Tweens & motion

Guide: Tweens & motion — explanation, examples, and gotchas.

Tween

Member Signature
Color (obj, r: float, g: float, b: float, a: float, duration: float, ease: int) -> int
Complete (handle: int) -> void
Fade (obj, alpha: float, duration: float, ease: int) -> int
IsPlaying (handle: int) -> bool
Kill (handle: int) -> void
LocalMove (obj, x: float, y: float, z: float, duration: float, ease: int) -> int
Move (obj, x: float, y: float, z: float, duration: float, ease: int) -> int
Pause (handle: int) -> void
Punch (obj, x: float, y: float, z: float, duration: float) -> int
Resume (handle: int) -> void
Rotate (obj, x: float, y: float, z: float, duration: float, ease: int) -> int
Scale (obj, x: float, y: float, z: float, duration: float, ease: int) -> int
SetDelay (handle: int, seconds: float) -> int
SetFrom (handle: int, from: bool) -> int
SetLoop (handle: int, count: int, pingpong: bool) -> int
SetRelative (handle: int, relative: bool) -> int
Shake (obj, duration: float, strength: float) -> int
Value (from: float, to: float, duration: float, ease: int) -> int

Moving platforms

Guide: Moving platforms — explanation, examples, and gotchas.

Platform

Member Signature
Move (dx: float, dy: float, dz: float) -> void
MoveTo (x: float, y: float, z: float) -> void
SetVelocity (vx: float, vy: float, vz: float) -> void

Scripting & lifecycle

Guide: Scripting & lifecycle — explanation, examples, and gotchas.

NexusBehaviour

Member Signature
get_enabled () -> bool
get_gameObject () -> GameObject
get_name () -> string
get_tag () -> string ~
get_transform () -> Transform

MonoBehaviour

Member Signature
StartCoroutine (arg0: object, ObjectHandle: object) -> object ~
StopAllCoroutines (arg0: object) -> void ~
StopCoroutine (arg0: object, arg1: object) -> object ~

Object

Member Signature
Destroy (obj: GameObject)
DontDestroyOnLoad () -> void ~
Instantiate (original: GameObject) -> GameObject
ToString () -> string

Coroutine

Member Signature
StartCoroutine (methodName: string)
StopAllCoroutines ()
StopCoroutine (methodName: string)
WaitForEndOfFrame ()
WaitForFixedUpdate ()
WaitForSeconds (seconds: float)

Enumerator

Member Signature
GetCurrent (arg0: object) -> object ~
MoveNext (arg0: object) -> bool ~

WaitForSeconds

Member Signature
ctor (arg0: int) -> object ~

WaitForSecondsRealtime

Member Signature
ctor (arg0: int) -> object ~

WaitForEndOfFrame

Member Signature
ctor () -> object ~

WaitForFixedUpdate

Member Signature
ctor () -> object ~

Debug

Member Signature
DrawLine (start: Vector3, end: Vector3, color: Color)
DrawRay (start: Vector3, direction: Vector3, color: Color)
Log (message: object)
LogError (message: object)
LogWarning (message: object)

GameSignal

Member Signature
GetBool (arg0: string) -> int ~
GetFloat (arg0: string) -> float ~
GetInt (arg0: string) -> int ~
GetString (arg0: string) -> string ~
Send (arg0: string, arg1?: int, arg2?: int) -> void ~
SendFloat (arg0: string, arg1: float) -> void ~
SendString (arg0: string, arg1: string) -> void ~
SetFloat (arg0: string, arg1: float) -> void ~
SetInt (arg0: string, arg1: int) -> void ~
SetString (arg0: string, arg1: string) -> void ~

GameObjects & Transforms

Guide: GameObjects & Transforms — explanation, examples, and gotchas.

GameObject

Member Signature
BroadcastMessage (arg0: object, arg1: string) -> void ~
CreatePrimitive (arg0: int) -> object ~
Find (arg0: string) -> object ~
FindGameObjectsWithTag (arg0: string) -> array ~
FindWithTag (arg0: string) -> object ~
GetComponent (type: string) -> Component
SendMessage (methodName: string)
SendMessageUpwards (arg0: object, arg1: string) -> void ~
SetActive (value: bool)
activeSelf (arg0: object) -> bool ~
get_activeInHierarchy (arg0: object) -> bool ~
get_activeSelf () -> bool
get_layer () -> int
get_name () -> string
get_tag () -> string
get_transform () -> Transform
layer (arg0: object) -> int ~
name (arg0: object) -> string ~
set_layer (arg0: object, arg1: int) -> void ~
set_name (arg0: object, arg1: string) -> void ~
set_tag (arg0: object, arg1: string) -> void ~
tag (arg0: object) -> string ~
transform (arg0: object) -> object ~

Transform

Member Signature
GetChild (arg0: object, arg1: int) -> object ~
LookAt (worldPosition: Vector3)
Rotate (eulers: Vector3)
SetParent (parent: Transform)
Translate (translation: Vector3)
childCount (arg0: object) -> int ~
eulerAngles (value: Vector3)
forward (arg0: object) -> object ~
get_childCount (arg0: object) -> int ~
get_eulerAngles () -> Vector3
get_forward () -> Vector3
get_gameObject () -> GameObject
get_localPosition () -> Vector3
get_localRotation () -> Quaternion
get_localScale () -> Vector3
get_name () -> string
get_parent () -> Transform
get_position () -> Vector3
get_right () -> Vector3
get_rotation () -> Quaternion
get_tag () -> string
get_up () -> Vector3
localPosition (arg0: object) -> object ~
localRotation (value: Quaternion)
localScale (arg0: object) -> object ~
parent (arg0: object) -> object ~
position (arg0: object) -> object ~
right (arg0: object) -> object ~
rotation (arg0: object) -> object ~
set_eulerAngles (value: Vector3)
set_localPosition (value: Vector3)
set_localRotation (value: Quaternion)
set_localScale (value: Vector3)
set_position (value: Vector3)
set_rotation (value: Quaternion)
up (arg0: object) -> object ~

RectTransform

Member Signature
get_anchorMax () -> Vector2
get_anchorMin () -> Vector2
get_anchoredPosition () -> Vector2
get_offsetMax (arg0: object) -> object ~
get_offsetMin (arg0: object) -> object ~
get_pivot () -> Vector2
get_rect (arg0: object) -> float ~
get_sizeDelta () -> Vector2
set_anchorMax (value: Vector2)
set_anchorMin (value: Vector2)
set_anchoredPosition (value: Vector2)
set_offsetMax (arg0: object, arg1: Vector2) -> void ~
set_offsetMin (arg0: object, arg1: Vector2) -> void ~
set_pivot (value: Vector2)
set_sizeDelta (value: Vector2)

Physics

Guide: Physics — explanation, examples, and gotchas.

Physics

Member Signature
BoxCast (center: Vector3, halfExtents: Vector3, direction: Vector3, maxDistance: float) -> bool
CapsuleCast (point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float) -> bool
CheckBox (center: Vector3, halfExtents: Vector3) -> bool
CheckCapsule (start: Vector3, end: Vector3, radius: float) -> bool
CheckSphere (position: Vector3, radius: float) -> bool
IgnoreCollision (collider1: Collider, collider2: Collider)
Linecast (start: Vector3, end: Vector3) -> bool
OverlapBox (center: Vector3, halfExtents: Vector3) -> Collider[]
OverlapCapsule (arg0: Vector3, arg1: Vector3, arg2: float, arg3?: int) -> array ~
OverlapSphere (position: Vector3, radius: float) -> Collider[]
Raycast (origin: Vector3, direction: Vector3, maxDistance: float) -> bool
RaycastAll (origin: Vector3, direction: Vector3, maxDistance: float) -> RaycastHit[]
SphereCast (origin: Vector3, radius: float, direction: Vector3, maxDistance: float) -> bool
get_gravity () -> Vector3
gravity () -> object ~

Physics2D

Member Signature
Raycast (origin: Vector2, direction: Vector2, distance: float) -> bool

Rigidbody

Member Signature
AddForce (force: Vector3, forceMode: int)
AddTorque (torque: Vector3, forceMode: int)
MovePosition (position: Vector3)
MoveRotation (rotation: Quaternion)
angularVelocity () -> Vector3
get_angularDrag (arg0: object) -> float ~
get_drag () -> float
get_isKinematic () -> bool
get_mass () -> float
get_position () -> Vector3
get_rotation () -> Quaternion
get_useGravity () -> bool
linearVelocity () -> Vector3
set_angularDrag (arg0: object, arg1: float) -> void ~
set_drag (value: float)
set_isKinematic (value: bool)
set_mass (value: float)
set_position (arg0: object, arg1: Vector3) -> void ~
set_rotation (arg0: object, arg1: Quaternion) -> void ~
set_useGravity (value: bool)
velocity (arg0: object) -> object ~

Rigidbody2D

Member Signature
AddForce (force: Vector2, forceMode: int)
AddTorque (torque: float)
MovePosition (position: Vector2)
MoveRotation (angle: float)
get_angularVelocity () -> float
get_gravityScale () -> float
get_isKinematic () -> bool
get_mass () -> float
get_velocity () -> Vector2
set_angularVelocity (value: float)
set_gravityScale (value: float)
set_isKinematic (value: bool)
set_mass (value: float)
set_velocity (value: Vector2)

CharacterController

Member Signature
Move (arg0: object, arg1: Vector3) -> int ~
SimpleMove (arg0: object, arg1: Vector3) -> bool ~
get_center (arg0: object) -> object ~
get_collisionFlags (arg0: object) -> int ~
get_detectCollisions (arg0: object) -> bool ~
get_gameObject (arg0: object) -> object ~
get_height (arg0: object) -> float ~
get_isGrounded (arg0: object) -> bool ~
get_minMoveDistance (arg0: object) -> float ~
get_radius (arg0: object) -> float ~
get_skinWidth (arg0: object) -> float ~
get_slopeLimit (arg0: object) -> float ~
get_stepOffset (arg0: object) -> float ~
get_transform (arg0: object) -> object ~
get_velocity (arg0: object) -> object ~
set_center (arg0: object, arg1: Vector3) -> void ~
set_detectCollisions (arg0: object, arg1: bool) -> void ~
set_height (arg0: object, arg1: float) -> void ~
set_minMoveDistance (arg0: object, arg1: float) -> void ~
set_radius (arg0: object, arg1: float) -> void ~
set_skinWidth (arg0: object, arg1: float) -> void ~
set_slopeLimit (arg0: object, arg1: float) -> void ~
set_stepOffset (arg0: object, arg1: float) -> void ~

Collider

Member Signature
CompareTag (tag: string) -> bool
get_attachedRigidbody () -> Rigidbody
get_bounds () -> object
get_gameObject () -> GameObject
get_isTrigger () -> bool
get_tag () -> string
get_transform () -> Transform
set_isTrigger (arg0: object, arg1: bool) -> void ~

BoxCollider

Member Signature
get_center (arg0: object) -> object ~
get_size (arg0: object) -> object ~
set_center (arg0: object, arg1: Vector3) -> void ~
set_size (arg0: object, arg1: Vector3) -> void ~

SphereCollider

Member Signature
get_center (arg0: object) -> object ~
get_radius (arg0: object) -> float ~
set_center (arg0: object, arg1: Vector3) -> void ~
set_radius (arg0: object, arg1: float) -> void ~

CapsuleCollider

Member Signature
get_center (arg0: object) -> object ~
get_height (arg0: object) -> float ~
get_radius (arg0: object) -> float ~
set_center (arg0: object, arg1: Vector3) -> void ~
set_height (arg0: object, arg1: float) -> void ~
set_radius (arg0: object, arg1: float) -> void ~

Collider2D

Member Signature
get_enabled () -> bool
get_isTrigger () -> bool
set_enabled (value: bool)
set_isTrigger (value: bool)

Collision

Member Signature
GetContact (arg0: object, arg1: int) -> object ~
get_collider () -> Collider
get_contactCount () -> int
get_gameObject () -> GameObject
get_impulse (arg0: object) -> object ~
get_relativeVelocity () -> Vector3
get_rigidbody () -> Rigidbody
get_transform () -> Transform

ContactPoint

Member Signature
get_normal (arg0: object) -> object ~
get_otherCollider (arg0: object) -> object ~
get_point (arg0: object) -> object ~
get_separation (arg0: object) -> float ~
get_thisCollider (arg0: object) -> object ~

RaycastHit

Member Signature
get_collider () -> Collider
get_distance () -> float
get_normal () -> Vector3
get_point () -> Vector3
get_rigidbody () -> Rigidbody
get_transform () -> Transform

Ray

Member Signature
GetPoint (arg0: object, arg1: float) -> object ~
get_direction (arg0: object) -> object ~
get_origin (arg0: object) -> object ~

LayerMask

Member Signature
GetMask (layerName: string) -> int
LayerToName (layer: int) -> string
NameToLayer (layerName: string) -> int

Math & geometry

Guide: Math & geometry — explanation, examples, and gotchas.

Vector2

Member Signature
Angle (from: Vector2, to: Vector2) -> float
Distance (a: Vector2, b: Vector2) -> float
Dot (lhs: Vector2, rhs: Vector2) -> float
Lerp (a: Vector2, b: Vector2, t: float) -> Vector2
down () -> Vector2
get_magnitude (arg0: Vector2) -> float ~
get_normalized (arg0: Vector2) -> Vector2 ~
get_sqrMagnitude (arg0: Vector2) -> float ~
get_x () -> float
get_y () -> float
left () -> Vector2
magnitude () -> float
normalized () -> Vector2
one () -> Vector2
op_Add (arg0: Vector2, arg1: Vector2) -> object ~
op_Divide (arg0: Vector2, arg1: Vector2) -> object ~
op_DivideScalar (arg0: Vector2, arg1: float) -> object ~
op_Equality (arg0: Vector2, arg1: Vector2) -> bool ~
op_Inequality (arg0: Vector2, arg1: Vector2) -> bool ~
op_Multiply (arg0: Vector2, arg1: Vector2) -> object ~
op_MultiplyReverse (arg0: float, arg1: Vector2) -> object ~
op_MultiplyScalar (arg0: Vector2, arg1: float) -> object ~
op_Subtract (arg0: Vector2, arg1: Vector2) -> object ~
right () -> Vector2
set_x (arg0: Vector2, arg1: float) -> Vector2 ~
set_y (arg0: Vector2, arg1: float) -> Vector2 ~
sqrMagnitude (arg0: Vector2) -> float ~
up () -> Vector2
x (arg0: Vector2) -> float ~
y (arg0: Vector2, arg1?: object) -> float ~
zero () -> Vector2

Vector3

Member Signature
Angle (from: Vector3, to: Vector3) -> float
Cross (lhs: Vector3, rhs: Vector3) -> Vector3
Distance (a: Vector3, b: Vector3) -> float
Dot (lhs: Vector3, rhs: Vector3) -> float
Lerp (a: Vector3, b: Vector3, t: float) -> Vector3
Normalize (value: Vector3) -> Vector3
Project (vector: Vector3, onNormal: Vector3) -> Vector3
Reflect (inDirection: Vector3, inNormal: Vector3) -> Vector3
back () -> Vector3
down () -> Vector3
forward () -> Vector3
get_magnitude (arg0: Vector3) -> float ~
get_normalized (arg0: Vector3) -> Vector3 ~
get_sqrMagnitude (arg0: Vector3) -> float ~
get_x () -> float
get_y () -> float
get_z () -> float
left () -> Vector3
magnitude () -> float
normalized () -> Vector3
one () -> Vector3
op_Add (a: Vector3, b: Vector3) -> Vector3
op_Divide (a: Vector3, b: float) -> Vector3
op_Equality (arg0: Vector3, arg1: Vector3) -> bool ~
op_Inequality (arg0: Vector3, arg1: Vector3) -> bool ~
op_Multiply (a: Vector3, d: float) -> Vector3
op_MultiplyReverse (a: float, b: Vector3) -> Vector3
op_Subtract (a: Vector3, b: Vector3) -> Vector3
right () -> Vector3
set_x (arg0: Vector3, arg1: float) -> Vector3 ~
set_y (arg0: Vector3, arg1: float) -> Vector3 ~
set_z (arg0: Vector3, arg1: float) -> Vector3 ~
sqrMagnitude () -> float
up () -> Vector3
x (arg0: Vector3) -> float ~
y (arg0: Vector3) -> float ~
z (arg0: Vector3, arg1?: object) -> float ~
zero () -> Vector3

Vector4

Member Signature
Distance (arg0: Vector4, arg1: Vector4) -> float ~
Dot (arg0: Vector4, arg1: Vector4) -> float ~
Lerp (arg0: Vector4, arg1: Vector4, arg2: float) -> Vector4 ~
get_w (arg0: Vector4) -> float ~
get_x (arg0: Vector4) -> float ~
get_y (arg0: Vector4) -> float ~
get_z (arg0: Vector4) -> float ~
magnitude (arg0: Vector4) -> float ~
normalized (arg0: Vector4) -> Vector4 ~
one () -> object ~
op_Add (arg0: Vector4, arg1: Vector4) -> Vector4 ~
op_Divide (arg0: Vector4, arg1: float) -> Vector4 ~
op_Equality (arg0: Vector4, arg1: Vector4) -> bool ~
op_Inequality (arg0: Vector4, arg1: Vector4) -> bool ~
op_Multiply (arg0: Vector4, arg1: float) -> Vector4 ~
op_Subtract (arg0: Vector4, arg1: Vector4) -> Vector4 ~
set_w (arg0: Vector4) -> Vector4 ~
set_x (arg0: Vector4) -> Vector4 ~
set_y (arg0: Vector4) -> Vector4 ~
set_z (arg0: Vector4) -> Vector4 ~
sqrMagnitude (arg0: Vector4) -> float ~
w (arg0: Vector4) -> float ~
x (arg0: Vector4) -> float ~
y (arg0: Vector4) -> float ~
z (arg0: Vector4) -> float ~
zero () -> object ~

Quaternion

Member Signature
AngleAxis (angle: float, axis: Vector3) -> Quaternion
Euler (x: float, y: float, z: float) -> Quaternion
LookRotation (forward: Vector3) -> Quaternion
Slerp (a: Quaternion, b: Quaternion, t: float) -> Quaternion
eulerAngles () -> Vector3
get_eulerAngles (arg0: Quaternion) -> Vector3 ~
get_normalized (arg0: Quaternion) -> Quaternion ~
get_w () -> float
get_x () -> float
get_y () -> float
get_z () -> float
identity () -> Quaternion
normalized (arg0: Quaternion) -> Quaternion ~
op_Equality (arg0: Quaternion, arg1: Quaternion) -> bool ~
op_Inequality (arg0: Quaternion, arg1: Quaternion) -> bool ~
op_Multiply (a: Quaternion, b: Quaternion) -> Quaternion
op_MultiplyVector (a: Quaternion, b: Vector3) -> Vector3
set_w (arg0: Quaternion) -> Quaternion ~
set_x (arg0: Quaternion) -> Quaternion ~
set_y (arg0: Quaternion) -> Quaternion ~
set_z (arg0: Quaternion) -> Quaternion ~
w (arg0: Quaternion) -> float ~
x (arg0: Quaternion) -> float ~
y (arg0: Quaternion) -> float ~
z (arg0: Quaternion) -> float ~

Color

Member Signature
HSVToRGB (arg0: object, arg1: object, arg2: object, arg3?: bool) -> object ~
Lerp (a: Color, b: Color, t: float) -> Color
RGBToHSV (arg0: Color, arg1: object, arg2: object, arg3: object) -> void ~
a (arg0: Color) -> float ~
b (arg0: Color) -> float ~
black () -> Color
blue () -> Color
clear () -> object ~
cyan () -> Color
g (arg0: Color) -> float ~
gamma (arg0: Color) -> Color ~
get_a () -> float
get_b () -> float
get_g () -> float
get_gamma (arg0: Color) -> Color ~
get_grayscale (arg0: Color) -> float ~
get_linear (arg0: Color) -> Color ~
get_r () -> float
gray () -> object ~
grayscale (arg0: Color) -> float ~
green () -> Color
grey () -> object ~
linear (arg0: Color) -> Color ~
magenta () -> Color
op_Add (arg0: Color, arg1: Color) -> object ~
op_Divide (arg0: Color, arg1: Color) -> object ~
op_DivideScalar (a: Color, b: float) -> Color
op_Equality (arg0: Color, arg1: Color) -> bool ~
op_Inequality (arg0: Color, arg1: Color) -> bool ~
op_Multiply (arg0: Color, arg1: Color) -> object ~
op_MultiplyScalar (a: Color, b: float) -> Color
op_Subtract (arg0: Color, arg1: Color) -> object ~
r (arg0: Color) -> float ~
red () -> Color
set_a (arg0: Color) -> Color ~
set_b (arg0: Color) -> Color ~
set_g (arg0: Color) -> Color ~
set_r (arg0: Color) -> Color ~
white () -> Color
yellow () -> Color

Matrix4x4

Member Signature
GetColumn (arg0: Matrix4x4, arg1: int) -> Vector4 ~
GetRow (arg0: Matrix4x4, arg1: int) -> Vector4 ~
MultiplyPoint (arg0: Matrix4x4, arg1: Vector3) -> Vector3 ~
MultiplyPoint3x4 (arg0: Matrix4x4, arg1: Vector3) -> Vector3 ~
MultiplyVector (arg0: Matrix4x4, arg1: Vector3) -> Vector3 ~
Scale (arg0: Vector3) -> Matrix4x4 ~
TRS (arg0: Vector3, arg1: Quaternion, arg2: Vector3) -> Matrix4x4 ~
Translate (arg0: Vector3) -> Matrix4x4 ~
determinant (arg0: Matrix4x4) -> float ~
identity () -> object ~
isIdentity (arg0: Matrix4x4) -> bool ~
m00
m01
m02
m03
m10
m11
m12
m13
m20
m21
m22
m23
m30
m31
m32
m33
op_Multiply (arg0: Matrix4x4, arg1: Matrix4x4) -> Matrix4x4 ~
op_MultiplyVector (arg0: Matrix4x4, arg1: Vector4) -> Vector4 ~
transpose (arg0: Matrix4x4) -> Matrix4x4 ~
zero () -> object ~

Mathf

Member Signature
Abs (f: float) -> float
Acos (arg0: float) -> float ~
Approximately (arg0: float, arg1: float) -> bool ~
Asin (arg0: float) -> float ~
Atan2 (arg0: float, arg1: float) -> float ~
Ceil (f: float) -> float
CeilToInt (arg0: float) -> int ~
Clamp (value: float, min: float, max: float) -> float
Clamp01 (value: float) -> float
Cos (f: float) -> float
Deg2Rad () -> float
Epsilon
FMod (arg0: float, arg1: float) -> float ~
Floor (f: float) -> float
FloorToInt (arg0: float) -> int ~
Infinity
InverseLerp (arg0: float, arg1: float, arg2: float) -> float ~
Lerp (a: float, b: float, t: float) -> float
LerpUnclamped (arg0: float, arg1: float, arg2: float) -> float ~
Log (arg0: float, arg1?: float) -> float ~
Log10 (arg0: float) -> float ~
Max (a: float, b: float) -> float
Min (a: float, b: float) -> float
NegativeInfinity
PI () -> float
Pow (arg0: float, arg1: float) -> float ~
Rad2Deg () -> float
Repeat (arg0: float, arg1: float) -> float ~
Round (f: float) -> float
RoundToInt (arg0: float) -> int ~
Sign (arg0: float) -> float ~
Sin (f: float) -> float
Sqrt (f: float) -> float
Tan (f: float) -> float
get_Epsilon
get_Infinity
get_NegativeInfinity

Random

Member Signature
Range (arg0: object, arg1: object) -> int ~
Range_float (min: float, max: float) -> float
Range_int (min: int, max: int) -> int
get_insideUnitCircle () -> Vector2
get_insideUnitSphere () -> Vector3
get_onUnitSphere () -> Vector3
get_rotation () -> Quaternion
get_value () -> float
insideUnitCircle
insideUnitSphere
onUnitSphere
rotation
value

Rect

Member Signature
Contains (arg0: Rect, arg1: Vector2) -> bool ~
MinMaxRect (arg0: float, arg1: float, arg2: float, arg3: float) -> Rect ~
Overlaps (arg0: Rect, arg1: Rect) -> bool ~
center (arg0: Rect) -> Vector2 ~
get_height (arg0: Rect) -> float ~
get_width (arg0: Rect) -> float ~
get_x (arg0: Rect) -> float ~
get_y (arg0: Rect) -> float ~
height (arg0: Rect) -> float ~
max (arg0: Rect) -> Vector2 ~
min (arg0: Rect) -> Vector2 ~
position (arg0: Rect) -> Vector2 ~
set_height (arg0: Rect) -> Rect ~
set_width (arg0: Rect) -> Rect ~
set_x (arg0: Rect) -> Rect ~
set_y (arg0: Rect) -> Rect ~
size (arg0: Rect) -> Vector2 ~
width (arg0: Rect) -> float ~
x (arg0: Rect) -> float ~
xMax (arg0: Rect) -> float ~
xMin (arg0: Rect) -> float ~
y (arg0: Rect) -> float ~
yMax (arg0: Rect) -> float ~
yMin (arg0: Rect) -> float ~
zero () -> object ~

Bounds

Member Signature
ClosestPoint (arg0: Bounds, arg1: Vector3) -> Vector3 ~
Contains (arg0: Bounds, arg1: Vector3) -> bool ~
Intersects (arg0: Bounds, arg1: Bounds) -> bool ~
SqrDistance (arg0: Bounds, arg1: Vector3) -> float ~
center (arg0: Bounds) -> Vector3 ~
extents (arg0: Bounds) -> Vector3 ~
get_center (arg0: Bounds) -> Vector3 ~
get_extents (arg0: Bounds) -> Vector3 ~
get_max (arg0: Bounds) -> Vector3 ~
get_min (arg0: Bounds) -> Vector3 ~
get_size (arg0: Bounds) -> Vector3 ~
max (arg0: Bounds) -> Vector3 ~
min (arg0: Bounds) -> Vector3 ~
size (arg0: Bounds) -> Vector3 ~

UI

Guide: UI — explanation, examples, and gotchas.

UI

World-space uGUI is live in BOTH desktop and VR — no scene setup, no collider. A Button/Slider/Toggle on a World Space Canvas is driven by the player's gaze + click on desktop and by the controller ray in VR; the platform attaches the VR-capable raycaster to every canvas automatically (the stock one is screen-space only). It is graphic-space — the ray hits the graphic, so a world Button needs a raycastTarget graphic and NO Collider. Wire a click with btn.AddClickListener("MethodName"). This works; don't design around it. See UI.

A different system from an SSInteractable in Press mode, which is a PHYSICS button (a 3D prop hit by the reticle / controller ray) and therefore does need a Collider. Rule of thumb: UI panel → uGUI (no collider); 3D world prop → SSInteractable Press (collider).

Member Signature
AddRectMask2D (arg0: object) -> void ~
AttachNexusScript (go, "Resources/path/to/script") -> GameObject
CreateButton (parent, name, label, posX, posY, sizeX, sizeY, r, g, b, a) -> Button
CreateCanvas () -> object ~
CreateChild (arg0: object, arg1: string) -> object ~
CreateImage (parent, name) -> Image
CreateLabel (parent, name, text, fontSize, posX, posY, sizeX, sizeY, r, g, b, a) -> Text
CreatePanel (parent, name, r, g, b, a) -> Image
CreateText (arg0: object) -> object ~
EnsureEventSystem () -> void ~
FindButton (arg0: string) -> object ~
FindText (arg0: string) -> object ~
GetButton (arg0: object) -> object ~
GetImage (arg0: object) -> object ~
GetText (arg0: object) -> object ~
SetActive (uiObject: GameObject, active: bool)
SetAnchors (arg0: object, arg1: float, arg2: float, arg3: float, arg4: float, arg5: float, arg6: float) -> void ~
SetButtonColors (arg0: object, arg1: float, arg2: float, arg3: float, arg4: float, arg5: float, arg6: float, arg7: float, arg8: float, arg9: float) -> void ~
SetButtonTargetGraphic (arg0: object, arg1: object) -> void ~
SetImageRaycastTarget (arg0: object, arg1: bool) -> void ~
SetParent (arg0: object, arg1: object) -> void ~
SetRect (arg0: object, arg1: float, arg2: float, arg3: float, arg4: float) -> void ~
Stretch (arg0: object) -> void ~

UIDocument

UI Toolkit (UXML + USS) — a first-class alternative to uGUI, not a lesser one. Put a UIDocument on an object, author the panel in UXML/USS, and drive it from script. Interaction works on desktop AND in VR (controller ray) natively, exactly like uGUI — a UXML Button or Slider the player operates calls straight back into your script via OnClick/OnChange. Pick whichever stack you prefer to author in.

Elements are addressed by their UXML name<Label name="score" /> becomes doc.SetText("score", "12"). There is no element handle to hold, so a panel can be rebuilt without invalidating your script. A name that matches nothing logs ONE warning naming the element (names are case-sensitive), then stays quiet.

OnChange passes the new value to your method (float slider, bool toggle, string text field). AddClass/RemoveClass/ToggleClass are the idiomatic way to restyle. See UI.

Member Signature
AddClass
Exists
GetBool
GetEnabled
GetFloat
GetText
GetVisible
HasClass
OnChange
OnClick
RemoveClass
SetBool
SetColor
SetEnabled
SetFloat
SetOpacity
SetText
SetTextColor
SetVisible
ToggleClass

Button

Member Signature
AddClickListener (methodName: string)
RemoveAllListeners ()
get_interactable () -> bool
get_onClick (arg0: object) -> object ~
set_interactable (value: bool)

Text

Member Signature
get_alignment (arg0: object) -> int ~
get_color (arg0: object) -> Color ~
get_fontSize (arg0: object) -> int ~
get_text () -> string
set_alignment (arg0: object, arg1: int) -> void ~
set_color (value: Color)
set_fontSize (value: int)
set_text (value: string)

Image

Member Signature
get_color () -> Color
get_fillAmount () -> float
set_color (value: Color)
set_fillAmount (value: float)

Slider

Member Signature
get_interactable (arg0: object) -> bool ~
get_maxValue () -> float
get_minValue () -> float
get_onValueChanged (arg0: object) -> object ~
get_value () -> float
get_wholeNumbers (arg0: object) -> bool ~
set_interactable (arg0: object, arg1: bool) -> void ~
set_maxValue (arg0: object, arg1: float) -> void ~
set_minValue (arg0: object, arg1: float) -> void ~
set_value (value: float)
set_wholeNumbers (arg0: object, arg1: bool) -> void ~

Toggle

Member Signature
get_interactable (arg0: object) -> bool ~
get_isOn () -> bool
get_onValueChanged (arg0: object) -> object ~
set_interactable (arg0: object, arg1: bool) -> void ~
set_isOn (value: bool)
Member Signature
get_interactable (arg0: object) -> bool ~
get_onValueChanged (arg0: object) -> object ~
get_value () -> int
set_interactable (arg0: object, arg1: bool) -> void ~
set_value (value: int)

InputField

Member Signature
get_characterLimit (arg0: object) -> int ~
get_interactable (arg0: object) -> bool ~
get_onEndEdit (arg0: object) -> object ~
get_onValueChanged (arg0: object) -> object ~
get_readOnly (arg0: object) -> bool ~
get_text () -> string
set_characterLimit (arg0: object, arg1: int) -> void ~
set_interactable (arg0: object, arg1: bool) -> void ~
set_readOnly (arg0: object, arg1: bool) -> void ~
set_text (value: string)

ScrollRect

Member Signature
get_horizontal () -> bool
get_horizontalNormalizedPosition () -> float
get_onValueChanged (arg0: object) -> object ~
get_vertical () -> bool
get_verticalNormalizedPosition () -> float
set_horizontal (value: bool)
set_horizontalNormalizedPosition (value: float)
set_vertical (value: bool)
set_verticalNormalizedPosition (value: float)

Scrollbar

Member Signature
get_interactable (arg0: object) -> bool ~
get_numberOfSteps (arg0: object) -> int ~
get_onValueChanged (arg0: object) -> object ~
get_size (arg0: object) -> float ~
get_value (arg0: object) -> float ~
set_interactable (arg0: object, arg1: bool) -> void ~
set_numberOfSteps (arg0: object, arg1: int) -> void ~
set_size (arg0: object, arg1: float) -> void ~
set_value (arg0: object, arg1: float) -> void ~

CanvasGroup

Member Signature
get_alpha () -> float
get_blocksRaycasts (arg0: object) -> bool ~
get_ignoreParentGroups (arg0: object) -> bool ~
get_interactable () -> bool
set_alpha (value: float)
set_blocksRaycasts (arg0: object, arg1: bool) -> void ~
set_ignoreParentGroups (arg0: object, arg1: bool) -> void ~
set_interactable (value: bool)

HorizontalLayoutGroup

Member Signature
get_childControlHeight () -> bool
get_childControlWidth () -> bool
get_childForceExpandHeight () -> bool
get_childForceExpandWidth () -> bool
get_spacing () -> float
set_childControlHeight (value: bool)
set_childControlWidth (value: bool)
set_childForceExpandHeight (value: bool)
set_childForceExpandWidth (value: bool)
set_spacing (value: float)

VerticalLayoutGroup

Member Signature
get_childControlHeight () -> bool
get_childControlWidth () -> bool
get_childForceExpandHeight () -> bool
get_childForceExpandWidth () -> bool
get_spacing () -> float
set_childControlHeight (value: bool)
set_childControlWidth (value: bool)
set_childForceExpandHeight (value: bool)
set_childForceExpandWidth (value: bool)
set_spacing (value: float)

LayoutElement

Member Signature
get_flexibleHeight (arg0: object) -> float ~
get_flexibleWidth (arg0: object) -> float ~
get_ignoreLayout (arg0: object) -> bool ~
get_minHeight (arg0: object) -> float ~
get_minWidth (arg0: object) -> float ~
get_preferredHeight (arg0: object) -> float ~
get_preferredWidth (arg0: object) -> float ~
set_flexibleHeight (arg0: object, arg1: float) -> void ~
set_flexibleWidth (arg0: object, arg1: float) -> void ~
set_ignoreLayout (arg0: object, arg1: bool) -> void ~
set_minHeight (arg0: object, arg1: float) -> void ~
set_minWidth (arg0: object, arg1: float) -> void ~
set_preferredHeight (arg0: object, arg1: float) -> void ~
set_preferredWidth (arg0: object, arg1: float) -> void ~

ContentSizeFitter

Member Signature
get_horizontalFit (arg0: object) -> int ~
get_verticalFit (arg0: object) -> int ~
set_horizontalFit (arg0: object, arg1: int) -> void ~
set_verticalFit (arg0: object, arg1: int) -> void ~

ButtonClickedEvent

Member Signature
AddListener (arg0: object, arg1: function) -> void ~
Invoke (arg0: object) -> void ~
RemoveAllListeners (arg0: object) -> void ~
RemoveListener () -> void ~

SliderEvent

Member Signature
AddListener (arg0: object, arg1: function) -> void ~

ToggleEvent

Member Signature
AddListener (arg0: object, arg1: function) -> void ~
Member Signature
AddListener (arg0: object, arg1: function) -> void ~

InputFieldEvent

Member Signature
AddListener (arg0: object, arg1: function) -> void ~

ScrollRectEvent

Member Signature
AddListener (arg0: object, arg1: function) -> void ~

ScrollbarEvent

Member Signature
AddListener (arg0: object, arg1: function) -> void ~

Animation & navigation

Guide: Animation & navigation — explanation, examples, and gotchas.

Animator

Member Signature
ApplyBuiltinRootMotion (arg0: object) -> void ~
CrossFade (stateName: string, duration: float)
CrossFadeInFixedTime (stateName: string, duration: float)
GetBoneTransform (animator, bone: string) -> Transform
GetBool (name: string) -> bool
GetCurrentAnimatorStateInfo (arg0: object, arg1: int) -> object ~
GetFloat (name: string) -> float
GetIKPosition (animator, goal: string) -> Vector3
GetIKRotation (animator, goal: string) -> Quaternion
GetInteger (name: string) -> int
GetLayerIndex (arg0: object, arg1: string) -> int ~
GetLayerName (layerIndex: int) -> string
GetLayerWeight (layerIndex: int) -> float
GetNextAnimatorStateInfo (arg0: object, arg1: int) -> object ~
InterruptMatchTarget (arg0: object, arg1?: bool) -> void ~
IsInTransition (layerIndex: int) -> bool
MatchTarget (arg0: object, arg1: Vector3, arg2: Quaternion, arg3: int, arg4: object, arg5: float, arg6: float) -> void ~
Play (stateName: string)
PlayInFixedTime (stateName: string)
ResetTrigger (name: string)
SetBool (name: string, value: bool)
SetFloat (name: string, value: float)
SetIKHintPosition (hint: string, position: Vector3)
SetIKHintPositionWeight (hint: string, weight: float)
SetIKPosition (goal: string, position: Vector3)
SetIKPositionWeight (goal: string, weight: float)
SetIKRotation (goal: string, rotation: Quaternion)
SetIKRotationWeight (goal: string, weight: float)
SetInteger (name: string, value: int)
SetLayerWeight (layerIndex: int, weight: float)
SetLookAtPosition (position: Vector3)
SetLookAtWeight (weight: float)
SetTrigger (name: string)
get_angularVelocity (arg0: object) -> Vector3 ~
get_applyRootMotion () -> bool
get_deltaPosition (arg0: object) -> Vector3 ~
get_deltaRotation (arg0: object) -> Quaternion ~
get_enabled (arg0: object) -> bool ~
get_gameObject (arg0: object) -> object ~
get_hasBoundPlayables (arg0: object) -> bool ~
get_hasRootMotion (arg0: object) -> bool ~
get_isHuman (arg0: object) -> bool ~
get_isMatchingTarget (arg0: object) -> bool ~
get_layerCount () -> int
get_rootPosition (arg0: object) -> Vector3 ~
get_rootRotation (arg0: object) -> Quaternion ~
get_speed () -> float
get_transform (arg0: object) -> object ~
get_updateMode (arg0: object) -> int ~
get_velocity (arg0: object) -> Vector3 ~
set_applyRootMotion (value: bool)
set_enabled (arg0: object, arg1: bool) -> void ~
set_rootPosition (arg0: object, arg1: Vector3) -> void ~
set_rootRotation (arg0: object, arg1: Quaternion) -> void ~
set_speed (value: float)
set_updateMode (arg0: object, arg1: int) -> void ~

AnimatorStateInfo

Member Signature
IsName (arg0: object, arg1: string) -> bool ~
IsTag (arg0: object, arg1: string) -> bool ~
get_fullPathHash (arg0: object) -> int ~
get_length (arg0: object) -> float ~
get_loop (arg0: object) -> bool ~
get_normalizedTime (arg0: object) -> float ~
get_shortNameHash (arg0: object) -> int ~
get_speed (arg0: object) -> float ~
Member Signature
ResetPath ()
SetDestination (target: Vector3)
Warp (arg0: object, arg1: Vector3) -> void ~
get_hasPath () -> bool
get_isOnNavMesh (arg0: object) -> bool ~
get_isStopped () -> bool
get_pathPending (arg0: object) -> bool ~
get_remainingDistance () -> float
get_speed () -> float
get_stoppingDistance (arg0: object) -> float ~
get_velocity () -> Vector3
set_isStopped (value: bool)
set_speed (value: float)
set_stoppingDistance (arg0: object, arg1: float) -> void ~
set_velocity (value: Vector3)

IK

Member Signature
EnableScriptControl () -> bool

Audio

Guide: Audio — explanation, examples, and gotchas.

AudioSource

Member Signature
Pause ()
Play ()
PlayClipAtPoint (arg0: object, arg1: Vector3, arg2?: float) -> void ~
PlayOneShot (clip: AudioClip, volumeScale?: float)
Stop ()
UnPause ()
get_clip (arg0: object) -> object ~
get_gameObject (arg0: object) -> object ~
get_isPlaying () -> bool
get_loop () -> bool
get_maxDistance (arg0: object) -> float ~
get_minDistance (arg0: object) -> float ~
get_mute () -> bool
get_pitch () -> float
get_playOnAwake (arg0: object) -> bool ~
get_spatialBlend (arg0: object) -> float ~
get_time (arg0: object) -> float ~
get_transform (arg0: object) -> object ~
get_volume () -> float
set_clip (arg0: object, arg1: object) -> void ~
set_loop (value: bool)
set_maxDistance (arg0: object, arg1: float) -> void ~
set_minDistance (arg0: object, arg1: float) -> void ~
set_mute (value: bool)
set_pitch (value: float)
set_playOnAwake (arg0: object, arg1: bool) -> void ~
set_spatialBlend (arg0: object, arg1: float) -> void ~
set_time (arg0: object, arg1: float) -> void ~
set_volume (value: float)

AudioClip

Member Signature
get_channels (arg0: object) -> int ~
get_frequency (arg0: object) -> int ~
get_length (arg0: object) -> float ~
get_name (arg0: object) -> string ~
get_samples (arg0: object) -> int ~

AudioListener

Member Signature
get_pause () -> bool
get_volume () -> float
set_pause (value: bool)
set_volume (value: float)

Speaker

Member Signature
IsPlaying
Play
SetVolume
Stop

Video

Member Signature
GetTime
IsPlaying
Load
Mute
Pause
Play
Restart
Seek
SetMuted
SetRate
SetVolume
Stop
TogglePlay
Unmute
Member Signature
Bass () -> object ~
GetBand (arg0: int) -> float ~
HighMid () -> object ~
IsAvailable () -> void ~
LowMid () -> object ~
Reset
SetAutoGain
SetBass
SetGain
SetSensitivity
SetTrails
SetTreble
Treble () -> object ~

Input, time & camera

Guide: Input, time & camera — explanation, examples, and gotchas.

Input

Member Signature
GetAxis (axisName: string) -> float
GetAxisRaw (axisName: string) -> float
GetButton (buttonName: string) -> bool
GetButtonDown (buttonName: string) -> bool
GetButtonUp (buttonName: string) -> bool
GetKey (key: string) -> bool
GetKeyDown (key: string) -> bool
GetKeyUp (key: string) -> bool
GetMouseButton (button: int) -> bool
GetMouseButtonDown (button: int) -> bool
GetMouseButtonUp (button: int) -> bool
anyKey () -> bool ~
anyKeyDown () -> bool ~
get_anyKey () -> bool
get_anyKeyDown () -> bool
get_mousePosition () -> Vector3
mousePosition () -> object ~

Controls

Member Signature
GetAxis (name: string) -> float
GetButton (name: string) -> bool
GetButtonDown (name: string) -> bool
GetButtonUp (name: string) -> bool
GetVector (name: string) -> Vector2
IsDefined (name: string) -> bool

Time

Member Signature
deltaTime () -> float ~
fixedDeltaTime () -> float ~
frameCount () -> int ~
get_deltaTime () -> float
get_fixedDeltaTime () -> float
get_frameCount () -> int
get_realtimeSinceStartup () -> float
get_time () -> float
get_timeScale () -> float
get_unscaledDeltaTime () -> float
get_unscaledTime () -> float
realtimeSinceStartup () -> float ~
time () -> float ~
timeScale () -> float ~
unscaledDeltaTime () -> float ~
unscaledTime () -> float ~

Stopwatch

Member Signature
ElapsedMilliseconds (arg0: int) -> float ~
Reset (arg0: int) -> void ~
Restart (arg0: int) -> void ~
StartNew () -> int ~
Stop (arg0: int) -> void ~
get_ElapsedMilliseconds (arg0: int) -> float ~

Screen

Member Signature
get_dpi () -> float
get_fullScreen () -> bool
get_height () -> int
get_width () -> int

Camera

Member Signature
ScreenPointToRay (position: Vector3) -> Ray
ScreenToWorldPoint (position: Vector3) -> Vector3
ScreenToWorldRaycast (cam, screenPos) -> Vector3
ViewportPointToRay (arg0: object, arg1: Vector3) -> object ~
ViewportToWorldPoint (arg0: object, arg1: Vector3) -> object ~
WorldToScreenPoint (position: Vector3) -> Vector3
WorldToViewportPoint (arg0: object, arg1: Vector3) -> object ~
allCameras () -> array ~
allCamerasCount () -> int ~
get_backgroundColor () -> Color
get_cullingMask (arg0: object) -> int ~
get_depth (arg0: object) -> float ~
get_farClipPlane (arg0: object) -> float ~
get_fieldOfView () -> float
get_gameObject (arg0: object) -> object ~
get_main () -> Camera
get_nearClipPlane (arg0: object) -> float ~
get_orthographic () -> bool
get_orthographicSize () -> float
get_transform (arg0: object) -> object ~
main () -> object ~
set_backgroundColor (value: Color)
set_cullingMask (arg0: object, arg1: int) -> void ~
set_depth (arg0: object, arg1: float) -> void ~
set_farClipPlane (arg0: object, arg1: float) -> void ~
set_fieldOfView (value: float)
set_nearClipPlane (arg0: object, arg1: float) -> void ~
set_orthographic (arg0: object, arg1: bool) -> void ~
set_orthographicSize (value: float)

Application

Member Signature
get_isFocused () -> bool
get_isPlaying () -> bool
get_platform () -> int

Collections

Guide: Collections — explanation, examples, and gotchas.

List

Member Signature
Add (item: object)
Clear ()
Contains (item: object) -> bool
CopyTo (arg0: object, arg1: object, arg2: int) -> void ~
Create () -> object
Find (arg0: object, arg1: object) -> object ~
FindIndex (item: object) -> int
Get (index: int) -> object
GetEnumerator (arg0: object) -> object ~
IndexOf (item: object) -> int
Insert (index: int, item: object)
LastIndexOf (arg0: object, arg1: object) -> int ~
Remove (item: object)
RemoveAt (index: int)
Reverse ()
Set (index: int, value: object)
Sort ()
ToArray () -> object
get_Count () -> int
get_Item (arg0: object, arg1: int) -> object ~
set_Item (arg0: object, arg1: int, arg2: object) -> void ~

Dictionary

Member Signature
Add (arg0: object, arg1: object, arg2: object) -> void ~
Clear ()
ContainsKey (key: string) -> bool
ContainsValue (arg0: object, arg1: object) -> bool ~
Create () -> object
Get (key: string) -> object
GetEnumerator (arg0: object) -> object ~
Remove (key: string)
Set (key: string, value: object)
TryGetValue (arg0: object, arg1: object, arg2: object) -> bool ~
get_Count () -> int
get_Item (arg0: object, arg1: object) -> object ~
get_Keys (arg0: object) -> object ~
get_Values (arg0: object) -> object ~
set_Item (arg0: object, arg1: object, arg2: object) -> void ~

HashSet

Member Signature
Add (arg0: object, arg1: object) -> bool ~
Clear (arg0: object) -> void ~
Contains (arg0: object, arg1: object) -> bool ~
ExceptWith (arg0: object, arg1: object) -> void ~
GetEnumerator (arg0: object) -> object ~
IntersectWith (arg0: object, arg1: object) -> void ~
IsSubsetOf (arg0: object, arg1: object) -> bool ~
IsSupersetOf (arg0: object, arg1: object) -> bool ~
Overlaps (arg0: object, arg1: object) -> bool ~
Remove (arg0: object, arg1: object) -> bool ~
SetEquals (arg0: object, arg1: object) -> bool ~
SymmetricExceptWith (arg0: object, arg1: object) -> void ~
UnionWith (arg0: object, arg1: object) -> void ~
get_Count (arg0: object) -> int ~

Queue

Member Signature
Clear (arg0: object) -> void ~
Contains (arg0: object, arg1: object) -> bool ~
Dequeue (arg0: object) -> object ~
Enqueue (arg0: object, arg1: object) -> void ~
Peek (arg0: object) -> object ~
get_Count (arg0: object) -> int ~

Stack

Member Signature
Clear (arg0: object) -> void ~
Contains (arg0: object, arg1: object) -> bool ~
Peek (arg0: object) -> object ~
Pop (arg0: object) -> object ~
Push (arg0: object, arg1: object) -> void ~
get_Count (arg0: object) -> int ~

KeyValuePair

Member Signature
get_Key (arg0: object) -> object ~
get_Value (arg0: object) -> object ~

EnumerableExtensions

⚠️ These are NOT callable as method chains from a script. list.Where(...), .Select(...), .ToList() and the rest do not compile — filter and transform with a foreach that builds a new List<T> instead. The entries below exist for the engine's own use; they are listed here only so the name resolves to an explanation rather than to silence.

Member Signature
All (collection: object, predicate: object) -> bool
Any (collection: object, predicate: object) -> bool
Average (collection: object) -> float
Contains (collection: object, item: object) -> bool
Count (collection: object, predicate: object) -> int
Distinct (collection: object) -> object
Except (arg0: object, arg1: object) -> object ~
First (collection: object) -> object
FirstOrDefault (collection: object) -> object
Intersect (arg0: object, arg1: object) -> object ~
Last (collection: object) -> object
LastOrDefault (collection: object) -> object
Max (collection: object) -> object
Min (collection: object) -> object
OfType (collection: object) -> object
OrderBy (collection: object, keySelector: object) -> object
OrderByDescending (collection: object, keySelector: object) -> object
Select (collection: object, selector: object) -> object
SelectMany (arg0: object, arg1: object) -> object ~
Single (arg0: object, arg1: object) -> object ~
SingleOrDefault (arg0: object, arg1: object) -> object ~
Skip (collection: object, count: int) -> object
SkipWhile (arg0: object, arg1: object) -> object ~
Sum (collection: object) -> float
Take (collection: object, count: int) -> object
TakeWhile (arg0: object, arg1: object) -> object ~
ToArray (arg0: object) -> object ~
ToList (collection: object) -> object
Union (arg0: object, arg1: object) -> object ~
Where (collection: object, predicate: object) -> object

Rendering & effects

Guide: Rendering & effects — explanation, examples, and gotchas.

Renderer

Member Signature
GetColor () -> Color
SetColor (color: Color)
enabled (arg0: object) -> bool ~
get_enabled () -> bool
get_material () -> Material
get_sharedMaterial () -> Material
material () -> object ~
set_enabled (value: bool)
sharedMaterial (arg0: object) -> object ~

SpriteRenderer

Member Signature
get_color () -> Color
get_enabled () -> bool
get_flipX () -> bool
get_flipY () -> bool
get_sortingOrder () -> int
set_color (value: Color)
set_enabled (value: bool)
set_flipX (value: bool)
set_flipY (value: bool)
set_sortingOrder (value: int)

Material

Member Signature
GetColor (name: string) -> Color
GetFloat (name: string) -> float
GetInt (name: string) -> int
SetColor (name: string, value: Color)
SetFloat (name: string, value: float)
SetInt (name: string, value: int)
color (arg0: object) -> object ~
get_color () -> Color
get_mainTexture () -> object
mainTexture (arg0: object) -> object ~
set_color (value: Color)
set_mainTexture (arg0: object, arg1: object) -> void ~

Light

Member Signature
get_color () -> Color
get_enabled () -> bool
get_intensity () -> float
get_range () -> float
get_spotAngle () -> float
get_type () -> int
set_color (value: Color)
set_enabled (value: bool)
set_intensity (value: float)
set_range (value: float)
set_spotAngle (value: float)

LineRenderer

Pens, lasers, drawn paths. AddPosition(v) is the one-call pen stroke — appends a point and returns false once the per-line cap (2048 positions) is reached; start a new stroke object for longer drawings (the clamp logs one console warning, never fails silently). Get the component from a serialized field or GetComponent<LineRenderer>().

Member Signature
AddPosition
GetPosition
SetPosition
get_enabled
get_endColor
get_endWidth
get_gameObject
get_loop
get_positionCount
get_startColor
get_startWidth
get_transform
get_useWorldSpace
set_enabled
set_endColor
set_endWidth
set_loop
set_positionCount
set_startColor
set_startWidth
set_useWorldSpace

TrailRenderer

A motion trail that follows its object — toggle emitting while a pen/projectile moves, Clear() to cut the history. Widths and time are clamped to sane ranges.

Member Signature
Clear
get_emitting
get_enabled
get_endColor
get_endWidth
get_gameObject
get_startColor
get_startWidth
get_time
get_transform
set_emitting
set_enabled
set_endColor
set_endWidth
set_startColor
set_startWidth
set_time

Environment

World atmosphere — fog, ambient light, skybox. Client-visual and world-scoped: run the same call on every client (or from a [ClientRpc]) and everyone sees the same sky; the headless server no-ops them. SetSkybox takes a pre-authored Material from a serialized inspector field; SetSkyboxRotation drives _Rotation on procedural/panoramic skybox shaders (returns false if the current skybox has no such property) and works on a runtime clone, never the authored asset.

Member Signature
GetAmbientColor
GetAmbientIntensity
GetFogColor
GetFogDensity
GetFogEnabled
GetSkyboxRotation
SetAmbientColor
SetAmbientIntensity
SetFogColor
SetFogDensity
SetFogEnabled
SetSkybox
SetSkyboxRotation

ParticleSystem

Member Signature
Clear ()
Emit (count: int)
Pause ()
Play ()
Stop ()
get_isPlaying () -> bool
get_isStopped () -> bool
get_particleCount () -> int
get_time () -> float
set_time (value: float)

SpriteRegistry

Member Signature
Clear () -> void ~
HideImage () -> void ~
LoadFromResources (arg0: int, arg1: string) -> bool ~
SetBack (arg0: object) -> void ~
SetImage (arg0: object, arg1: int) -> void ~
ShowImage () -> void ~

Data & web

Guide: Data & web — explanation, examples, and gotchas.

Storage

Member Signature
DeleteAll ()
DeleteKey (key: string)
GetFloat (key: string, default: float) -> float
GetInt (key: string, default: int) -> int
GetString (key: string, default: string) -> string
HasKey (key: string) -> bool
SetFloat (key: string, value: float)
SetInt (key: string, value: int)
SetString (key: string, value: string)

HTTP

Member Signature
Delete (url, headers) -> HTTPAsyncResult
DeleteVia () -> object ~
Get (url, headers) -> HTTPAsyncResult
GetVia () -> object ~
Patch (url, body, headers) -> HTTPAsyncResult
PatchVia (arg0: string, arg1: string, arg2: string) -> object ~
Post (url, body, headers) -> HTTPAsyncResult
PostVia () -> object ~
Put (url, body, headers) -> HTTPAsyncResult
PutVia () -> object ~
Secret (arg0: string) -> string ~

HTTPAsyncResult

Member Signature
get_Body (arg0: object) -> string ~
get_Error (arg0: object) -> string ~
get_Headers (arg0: object) -> object ~
get_StatusCode (arg0: object) -> int ~
get_Success (arg0: object) -> bool ~

Json

Member Signature
FromJsonToDict (json: string) -> object
Populate (arg0: string, arg1: object) -> object ~
SerializeObject (obj: object) -> string
ToJson (obj: object) -> string

Primitive helpers

String

Member Signature
Compare (arg0: string, arg1: string) -> int ~
Concat (a: string, b: string) -> string
Contains (value: string) -> bool
EndsWith (value: string) -> bool
Equals (arg0: string, arg1: string) -> bool ~
Format (format: string, arg0: object) -> string
IsNullOrEmpty (value: string) -> bool
IsNullOrWhiteSpace (value: string) -> bool
Join (separator: string, values: object) -> string
Replace (oldValue: string, newValue: string) -> string
Split (separator: string) -> object
StartsWith (value: string) -> bool
Substring (startIndex: int, length: int) -> string
ToLower () -> string
ToUpper () -> string
Trim () -> string
get_Length () -> int

Boolean

Member Signature
Parse (s: string) -> bool
TryParse (arg0: string, arg1?: object) -> bool ~

Int32

Member Signature
Parse (s: string) -> int
ToString () -> string
TryParse (arg0: string, arg1?: object) -> bool ~

Int64

Member Signature
Parse (arg0: string) -> int ~
TryParse (arg0: string, arg1?: object) -> bool ~

Single

Member Signature
Parse (s: string) -> float
ToString () -> string
TryParse (arg0: string, arg1?: object) -> bool ~

Double

Member Signature
Parse (arg0: string) -> float ~
TryParse (arg0: string, arg1?: object) -> bool ~

Other

Byte

Member Signature
Parse (arg0: string) -> object ~

Char

Member Signature
Parse (arg0: string) -> object ~

Convert

Member Signature
ToBoolean
ToByte
ToChar
ToDecimal
ToDouble
ToInt16
ToInt32
ToInt64
ToSByte
ToSingle
ToString
ToUInt16
ToUInt32
ToUInt64

Decimal

Member Signature
Parse (arg0: string) -> float ~

Int16

Member Signature
Parse (arg0: string) -> object ~

MeshFilter

Member Signature
get_mesh (arg0: object) -> object ~
get_sharedMesh (arg0: object) -> object ~
set_mesh (arg0: object, arg1: object) -> void ~
set_sharedMesh (arg0: object, arg1: object) -> void ~
Member Signature
SamplePosition (arg0: Vector3, arg1?: float) -> object ~

Ride

Member Signature
Start (platform: GameObject) -> void
Stop () -> void

SByte

Member Signature
Parse (arg0: string) -> object ~

UInt16

Member Signature
Parse (arg0: string) -> object ~

UInt32

Member Signature
Parse (arg0: string) -> object ~
TryParse (arg0: string, arg1?: object) -> bool ~

UInt64

Member Signature
Parse (arg0: string) -> object ~
TryParse (arg0: string, arg1?: object) -> bool ~

VR

Member Signature
GetAxis (hand: int, name: string) -> float
GetButton (hand: int, name: string) -> bool
GetHeadsetName () -> object ~
GetStick (hand: int) -> Vector2
GetTrackerCount () -> object ~
IsHandTrackingActive () -> object ~
IsPresent () -> object ~

World

The Add / Get* / Set* rows are synced variables (shared multiplayer state) — a variable name + value (e.g. World.SetBool("doorOpen", true)), declared first. See Networking.

Member Signature
Add (name: string, delta: number)
GetAllowedAvatars (arg0: string, arg1: string) -> bool ~
GetBool (name: string, default: bool) -> bool
GetNumber (name: string, default: number) -> number
GetString (name: string, default: string) -> string
SetBool (name: string, value: bool)
SetNumber (name: string, value: number)
SetString (name: string, value: string)

Not part of the surface — by design

Everything above is what exists. Just as important is what deliberately does not — if what you need is on this list, use the alternative. Don't hunt for a hidden API or design around the absence: a shipped world runs sandboxed, so a workaround that needs anything outside this reference cannot ship.

Not available Why Use instead
Device / OS / hardware reads (Application.platform, system info) a world has no reason to fingerprint the machine VR.IsPresent() answers the question people actually ask; Screen.* for the viewport
Microphone / camera / clipboard access player privacy Voice.* channels; the platform's in-game camera
HTTP.* from the client player data must never leave through a world HTTP.* runs server-side — trigger it from a [ServerRpc]
Durable server storage (Storage.* across restarts) a world instance is ephemeral — there is no permanent machine underneath it your own backend via server-side HTTP.* + stored credentials, keyed by Player.GetUserId
Procedural meshes / per-pixel texture writes unbounded memory and GPU cost pre-authored assets · SpriteRegistry.* · AI.GenerateImageOnto
Regex / StringBuilder a runaway pattern can hang the frame String.* (split/join/contains/replace/format) · Json.* for structured text
Scene loading · DontDestroyOnLoad · quality settings · Time.timeScale / Physics.gravity writes one world must never reach outside itself or bend everyone's frame the per-player movement setters (Player.SetGravity, Player.SetWalkSpeed, …); design inside the world
Random.InitState (shared seeds) float math differs per device, so identical seeds still diverge compute on ONE authority and share the results via [Synced] fields / RPCs
Screen-space UI of any kind (Canvas Overlay / Screen Space - Camera, screen-space PanelSettings) the platform's own menu, safety and report controls always sit on top; world content that could paint over them could imitate them World Space UI — a Canvas or UIDocument placed in the world, sized in metres. Screen-space UI is DISABLED at world load, and the upload validator warns first

1454 calls across 134 groups.