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 |
Guide: Moving platforms — explanation, examples, and gotchas.
| 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 ~ |
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 ~ |
| 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 ~ |
| 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 |
| 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 |
|
| 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) |
Dropdown
| 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) |
| 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) |
| 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) |
| 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 ~ |
| 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 ~ |
DropdownEvent
| Member |
Signature |
AddListener |
(arg0: object, arg1: function) -> void ~ |
| Member |
Signature |
AddListener |
(arg0: object, arg1: function) -> void ~ |
| Member |
Signature |
AddListener |
(arg0: object, arg1: function) -> void ~ |
| 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 ~ |
NavMeshAgent
| 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 |
|
AudioLink
| Member |
Signature |
Bass |
() -> object ~ |
GetBand |
(arg0: int) -> float ~ |
HighMid |
() -> object ~ |
IsAvailable |
() -> void ~ |
LowMid |
() -> object ~ |
Reset |
|
SetAutoGain |
|
SetBass |
|
SetGain |
|
SetSensitivity |
|
SetTrails |
|
SetTreble |
|
Treble |
() -> object ~ |
Guide: Input, time & camera — explanation, examples, and gotchas.
| 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 ~ |
NavMesh
| 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.