Version: 2023.1
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UnityEngine.CoreModule

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Description

The Core module implements basic classes required for Unity to function.

This module cannot be disabled.

Classes

AddComponentMenuThe AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu.
AlwaysLinkAssemblyAttributeEnsure an assembly is always processed during managed code stripping.
AnimationCurveStore a collection of Keyframes that can be evaluated over time.
ApplicationProvides access to application runtime data.
ApplicationProvides essential methods related to Window Store application.
ApplicationAccess to platform-specific application runtime data.
ArchiveFileInterfaceProvides methods for managing Unity archive files.
ArgumentsDedicatedServer.Arguments provides accessors for common CLI options
AssemblyIsEditorAssemblyAssembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.
AssertThe Assert class contains assertion methods for setting invariants in the code.
AssertionExceptionAn exception that is thrown when an assertion fails.
AsyncGPUReadbackAllows the asynchronous read back of GPU resources.
AsyncOperationAsynchronous operation coroutine.
AsyncReadManagerWith the AsyncReadManager, you can perform asynchronous I/O operations through Unity's virtual file system. You can perform these operations on any thread or job.
AsyncReadManagerMetricsManages the recording and retrieval of metrics from the AsyncReadManager.
AsyncReadManagerMetricsFiltersDefines a filter for selecting specific categories of data when summarizing AsyncReadManager metrics.
AsyncReadManagerSummaryMetricsA summary of the metrics collected for AsyncReadManager read operations.
AwaitableAwaitable type used to expose asynchronous code, as well as an async return type specifically tailored for Unity.
Awaitable<T0>Awaitable type used to expose asynchronous code, as well as an async return type specifically tailored for Unity.
AwaitableCompletionSourceObjects allowing to control completion of an Awaitable object from user code.
AwaitableCompletionSource<T0>Objects allowing to control completion of an Awaitable object from user code.
BatchRendererGroupA BatchRendererGroup is an object that lets you perform customizable high performance rendering.
BeforeRenderOrderAttributeUse this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender.
BehaviourBehaviours are Components that can be enabled or disabled.
BillboardAssetBillboardAsset describes how a billboard is rendered.
BillboardRendererRenders a billboard from a BillboardAsset.
BurstAuthorizedExternalMethodAttributeThe BurstAuthorizedExternalMethod attribute lets you mark a function as being authorized for Burst to call from within a static constructor.
BurstDiscardAttributeThe BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler.
CachingThe Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequestAssetBundle.GetAssetBundle.
CameraA Camera is a device through which the player views the world.
CollectionPool<T0,T1>A Collection such as List, HashSet, Dictionary etc can be pooled and reused by using a CollectionPool.
ColorGamutUtilityUtility class to query properties of a ColorGamut.
ColorUsageAttributeAttribute used to configure the usage of the ColorField and Color Picker for a color.
ColorUtilityA collection of common color functions.
CommandBufferList of graphics commands to execute.
CommandBufferExtensionsStatic class providing extension methods for CommandBuffer.
ComponentBase class for everything attached to a GameObject.
ComputeBufferGPU data buffer, mostly for use with compute shaders.
ComputeShaderCompute Shader asset.
ContextMenuThe ContextMenu attribute allows you to add commands to the context menu.
ContextMenuItemAttributeUse this attribute to add a context menu to a field that calls a named method.
Coroutine MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines, and do not hold any exposed properties or functions.
CoverageDescribes the interface for the code coverage data exposed by mono.
CrashReportHolds data for a single application crash event and provides access to all gathered crash reports.
CrashReportingExposes useful information related to crash reporting on Windows platforms.
CreateAssetMenuAttributeMark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files.
CryptoClass representing cryptography algorithms.
CubemapClass for handling cube maps, Use this to create or modify existing cube map assets.
CubemapArrayClass for handling Cubemap arrays.
CullingGroupDescribes a set of bounding spheres that should have their visibility and distances maintained.
CursorCursor API for setting the cursor (mouse pointer).
CursorCursor API for Windows Store Apps.
CustomRenderTextureCustom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader.
CustomRenderTextureManagerCustom Render Texture Manager.
CustomSamplerCustom CPU Profiler label used for profiling arbitrary code blocks.
CustomYieldInstructionBase class for custom yield instructions to suspend coroutines.
DataUtilityHelper utilities for accessing Sprite data.
DeallocateOnJobCompletionAttributeAutomatically deallocates the native container when the job is finished.
DebugClass containing methods to ease debugging while developing a game.
DelayedAttributeAttribute used to make a float, int, or string variable in a script be delayed.
DeviceInterface into tvOS specific functionality.
DeviceInterface into iOS specific functionality.
DictationRecognizerDictationRecognizer listens to speech input and attempts to determine what phrase was uttered.
DictionaryPool<T0,T1>A version of CollectionPool<T0,T1> for Dictionaries.
DirectoryExposes static methods for directory operations.
DisallowMultipleComponentPrevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.
DiscreteTimeTimeExtensionsExtension methods for the DiscreteTime.
DisplayProvides access to a display / screen for rendering operations.
DisposeSentinelDisposeSentinel is used to automatically detect memory leaks.
DynamicGIAllows to control the dynamic Global Illumination.
ExcludeFromCoverageAttributeAllows you to exclude an Assembly, Class, Constructor, Method or Struct from Coverage.
ExcludeFromObjectFactoryAttributeAdd this attribute to a class to prevent the class and its inherited classes from being created with ObjectFactory methods.
ExcludeFromPresetAttributeAdd this attribute to a class to prevent creating a Preset from the instances of the class.
ExecuteAlwaysMakes instances of a script always execute, both as part of Play Mode and when editing.
ExecuteInEditModeMakes all instances of a script execute in Edit Mode.
ExpressionEvaluatorEvaluates simple math expressions; supports int / float and operators: + - * / % ^ ( ).
ExternalGPUProfilerThe ExternalGPUProfiler API allows developers to programatically take GPU frame captures in conjunction with supported external GPU profilers. GPU frame captures can be used to both analyze performance and debug graphics related issues.
FileProvides static methods for file operations.
FlareA flare asset. Read more about flares in the components reference.
FlareLayerFlareLayer component.
FloatComparerA float comparer used by Assert performing approximate comparison.
FormerlySerializedAsAttributeUse this attribute to rename a field without losing its serialized value.
FrameCaptureInterface to control XCode Frame Capture.
FrameDebuggerControls the Frame Debugger from a script.
FrameTimingManagerThe FrameTimingManager allows the user to capture and access FrameTiming data for multiple frames.
GameObjectBase class for all entities in Unity Scenes.
GarbageCollectorAPI to control the garbage collector on the Mono and IL2CPP scripting backends.
GenericPool<T0>Provides a static implementation of ObjectPool<T0>.
GeometryUtilityUtility class for common geometric functions.
GizmosGizmos are used to give visual debugging or setup aids in the Scene view.
GLLow-level graphics library.
GradientRepresents a Gradient used for animating colors.
GradientUsageAttributeControls how the Gradient inspector editor treats the color values.
GrammarRecognizerThe GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk. The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines.
GraphicsRaw interface to Unity's drawing functions.
GraphicsBufferGPU graphics data buffer, for working with geometry or compute shader data.
GraphicsFormatUtilityThis utility class contains helper functions that enable you to query properties of a TextureFormat, RenderTextureFormat, or GraphicsFormat. This class also includes format conversion and size calculation functions.
GraphicsSettingsScript interface for Graphics Settings.
GraphicsTextureRepresents the view on a texture resource that is uploaded to the graphics device.
HandheldInterface into functionality unique to handheld devices.
HashSetPool<T0>A version of CollectionPool<T0,T1> for HashSets.
HashUnsafeUtilitiesUtilities to compute hashes with unsafe code.
HashUtilitiesUtilities to compute hashes.
HDROutputSettingsProvides access to HDR display settings and information.
HeaderAttributeUse this PropertyAttribute to add a header above some fields in the Inspector.
HelpURLAttributeProvide a custom documentation URL for a class.
HideInCallstackAttributeMarks the methods you want to hide from the Console window callstack. When you hide these methods they are removed from the detail area of the selected message in the Console window.
HideInInspectorFlags a variable to not appear in the Inspector.
IconAttributeAttribute to specify an icon for a MonoBehaviour or ScriptableObject.
IgnoredByDeepProfilerAttributeIgnoredByDeepProfilerAttribute prevents Unity Profiler from capturing method calls.
IJobExtensionsExtension methods for Jobs using the IJob interface.
IJobForExtensionsExtension methods for Jobs using the IJobFor.
IJobParallelForExtensionsExtension methods for Jobs using the IJobParallelFor.
IJobParallelForTransformExtensionsExtension methods for IJobParallelForTransform.
ImageEffectAfterScaleAny Image Effect with this attribute will be rendered after Dynamic Resolution stage.
ImageEffectAllowedInSceneViewAny Image Effect with this attribute can be rendered into the Scene view camera.
ImageEffectOpaqueAny Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.
ImageEffectTransformsToLDRWhen using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.
ImageEffectUsesCommandBufferUse this attribute when image effects are implemented using Command Buffers.
InputProvides static methods for Windows specific input manipulation.
InspectorNameAttributeUse this attribute on enum value declarations to change the display name shown in the Inspector.
InspectorOrderAttributeShows sorted enum values in the Inspector enum UI dropdowns i.e. EditorGUI.EnumPopup, PropertyField etc. This attribute can be applied to enum types only.
InvalidImportExceptionException raised by the Resource Loader on SRP's.
JobHandleUnsafeUtilityJobHandle Unsafe Utilities.
JobProducerTypeAttributeAll job interface types must be marked with the JobProducerType. This is used to compile the Execute method by the Burst ASM inspector.
JobsUtilityStatic class containing functionality to create, run and debug jobs.
KeywordRecognizerKeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords.
LauncherClass which is capable of launching user's default app for file type or a protocol. See also PlayerSettings where you can specify file or URI associations.
LensFlareScript interface for a Lens flare component.
LicenseInformationThis class provides information regarding application's trial status and allows initiating application purchase.
LightScript interface for light components.
Light2DBaseProvides a base class for 2D lights.
LightingSettingsAn object containing settings for precomputing lighting data, that Unity can serialize as a Lighting Settings Asset.
LightmapDataData of a lightmap.
LightmapperUtilsUtility class for converting Unity Lights to light types recognized by the baking backends.
LightmappingInterface to the light baking backends.
LightmapSettingsStores lightmaps of the Scene.
LightProbeGroupLight Probe Group.
LightProbeProxyVolumeThe Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.
LightProbesStores light probe data for all currently loaded Scenes.
LineRendererThe line renderer is used to draw free-floating lines in 3D space.
LineUtilityA collection of common line functions.
LinkedPool<T0>A linked list version of IObjectPool<T0>.
ListPool<T0>A version of CollectionPool<T0,T1> for Lists.
LoadStoreActionDebugModeSettingsWhether to show undefined areas of the display that might cause rendering problems in your built application.
LODGroupLODGroup lets you group multiple Renderers into LOD levels.
LoggerInitializes a new instance of the Logger.
ManagedReferenceUtilityUtility functions related to SerializeReference manipulation and access.
MaterialThe material class.
MaterialPropertyBlockA block of material values to apply.
MemoryProfilerMemory profiling API container class.
MemorySnapshotMetadataContainer for memory snapshot metadata.
MeshA class that allows you to create or modify meshes.
MeshFilterA class to access the Mesh of the mesh filter.
MeshRendererRenders meshes inserted by the MeshFilter or TextMesh.
MessageEventArgsArguments passed to Action callbacks registered in PlayerConnection.
MinAttributeAttribute used to make a float or int variable in a script be restricted to a specific minimum value.
MonoBehaviourMonoBehaviour is a base class that many Unity scripts derive from.
MultilineAttributeAttribute to make a string be edited with a multi-line textfield.
NativeArrayUnsafeUtilityNativeArray Unsafe Utility.
NativeContainerAttributeAllows you to create your own custom native container.
NativeContainerIsAtomicWriteOnlyAttributeNativeContainerIsAtomicWriteOnlyAttribute.
NativeContainerIsReadOnlyAttributeNativeContainerIsReadOnlyAttribute.
NativeContainerSupportsDeallocateOnJobCompletionAttributeIndicates that a native container can be automatically deallocated.
NativeContainerSupportsDeferredConvertListToArrayNativeContainerSupportsDeferredConvertListToArray.
NativeContainerSupportsMinMaxWriteRestrictionAttributeNativeContainerSupportsMinMaxWriteRestrictionAttribute.
NativeDisableContainerSafetyRestrictionAttributeBy default native containers are tracked by the safety system to avoid race conditions. The safety system encapsulates the best practices and catches many race condition bugs from the start.
NativeDisableParallelForRestrictionAttributeNativeDisableParallelForRestrictionAttribute.
NativeDisableUnsafePtrRestrictionAttributeBy default unsafe Pointers are not allowed to be used in a job since it is not possible for the Job Debugger to gurantee race condition free behaviour. This attribute lets you explicitly disable the restriction on a job.
NativeFixedLengthAttributeThe container has from start a size that will never change.
NativeLeakDetectionStatic class for native leak detection settings.
NativeSetClassTypeToNullOnScheduleAttributeWhen this attribute is applied to a field in a job struct, the managed reference to the class will be set to null on the copy of the job struct that is passed to the job.
NativeSetThreadIndexAttributeThis attribute can inject a worker thread index into an int on the job struct. This is usually used in the implementation of atomic containers. The index is guaranteed to be unique to any other job that might be running in parallel.
NativeSliceUnsafeUtilityNativeSlice unsafe utility class.
NonReorderableAttributeDisables reordering of an array or list in the Inspector window.
NotificationDefault implementation for Playable notifications.
ObjectBase class for all objects Unity can reference.
ObjectIdRequestObjectId request that can be used to determine the object corresponding to each pixel. Can be submitted using either Camera.SubmitRenderRequest or RenderPipeline.SubmitRenderRequest, and the results can be used either on the CPU in C# or the GPU in a shader.
ObjectIdResultThe results of an ObjectIdRequest, stored in ObjectIdRequest._result, containing the ObjectIdResult.idToObjectMapping that is needed to interpret the color-encoded object IDs that are rendered in the ObjectIdRequest._destination RenderTexture.
ObjectPool<T0>A stack based IObjectPool<T0>.
OcclusionAreaOcclusionArea is an area in which occlusion culling is performed.
OcclusionPortalThe portal for dynamically changing occlusion at runtime.
OnDemandRenderingUse the OnDemandRendering class to control and query information about your application's rendering speed independent from all other subsystems (such as physics, input, or animation).
OnDemandResourcesOn Demand Resources API.
OnDemandResourcesRequestRepresents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine.
PhotoCaptureCaptures a photo from the web camera and stores it in memory or on disk.
PhotoCaptureFrameContains information captured from the web camera.
PhraseRecognitionSystemPhrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them.
PhraseRecognizerA common base class for both keyword recognizer and grammar recognizer.
PingPing any given IP address (given in dot notation).
PIXProvides an interface to control GPU frame capture in Microsoft's PIX software.
PixelPerfectRenderingA collection of APIs that facilitate pixel perfect rendering of sprite-based renderers.
PlayableAssetA base class for assets that can be used to instantiate a Playable at runtime.
PlayableBehaviourPlayableBehaviour is the base class from which every custom playable script derives.
PlayableExtensionsExtensions for all the types that implements IPlayable.
PlayableOutputExtensionsExtensions for all the types that implements IPlayableOutput.
PlayerConnectionUsed for handling the network connection from the Player to the Editor.
PlayerLoopThe class representing the player loop in Unity.
PlayerPrefs PlayerPrefs is a class that stores Player preferences between game sessions. It can store string, float and integer values into the user’s platform registry.
PlayerPrefsExceptionAn exception thrown by the PlayerPrefs class in a web player build.
PreferBinarySerializationPrefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode.
PreserveAttributePreserveAttribute prevents byte code stripping from removing a class, method, field, or property.
ProfilerControls the Profiler from script.
ProfilerUnsafeUtilityUtility class which provides access to low level Profiler API.
ProjectorA script interface for a projector component.
PropertyAttributeBase class to derive custom property attributes from. Use this to create custom attributes for script variables.
QualitySettingsThis represents the script interface for Quality Settings.
RandomEasily generate random data for games.
RangeAttributeAttribute used to make a float or int variable in a script be restricted to a specific range.
RationalTimeExtensionsExtension method operations for RationalTime.
RayTracingAccelerationStructureA data structure used to represent the geometry in the Scene for GPU ray tracing.
RayTracingShaderA shader for GPU ray tracing.
ReadOnlyAttributeThe ReadOnly attribute lets you mark a member of a struct used in a job as read-only.
RecorderRecords profiling data produced by a specific Sampler.
RectOffsetOffsets for rectangles, borders, etc.
RectTransformPosition, size, anchor and pivot information for a rectangle.
ReflectionProbeThe reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.
RemoteA class for Apple TV remote input configuration.
RendererGeneral functionality for all renderers.
RendererExtensionsExtension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System.
RenderPipelineDefines a series of commands and settings that describes how Unity renders a frame.
RenderPipelineAssetAn asset that produces a specific IRenderPipeline.
RenderPipelineAsset<T0>An asset that produces a specific IRenderPipeline.
RenderPipelineGlobalSettingsA ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline.
RenderPipelineManagerRender Pipeline manager.
RenderSettingsExperimental render settings features.
RenderSettingsThe Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light.
RenderSettingsExperimental render settings features.
RenderTextureRender textures are textures that can be rendered to.
ReplayKitReplayKit is only available on certain iPhone, iPad and iPod Touch devices running iOS 9.0 or later.
RequireAttributeUsagesAttributeOnly allowed on attribute types. If the attribute type is marked, then so too will all CustomAttributes of that type.
RequireComponentThe RequireComponent attribute automatically adds required components as dependencies.
RequireDerivedAttributeWhen the type is marked, all types derived from that type will also be marked.
RequiredInterfaceAttributeWhen a type is marked, all interface implementations of the specified types will be marked.
RequiredMemberAttributeWhen a type is marked, all of it's members with [RequiredMember] will be marked.
RequireImplementorsAttributeWhen the interface type is marked, all types implementing that interface will be marked.
ResourceRequestAsynchronous load request from the Resources bundle.
ResourcesThe Resources class allows you to find and access Objects including assets.
ResourcesAPIDerive from this base class to provide alternative implementations to the C# behavior of specific Resources methods.
RuntimeInitializeOnLoadMethodAttributeUse this attribute to get a callback when the runtime is starting up and loading the first scene.
SamplerProvides control over a CPU Profiler label.
ScalableBufferManagerScales render textures to support dynamic resolution if the target platform/graphics API supports it.
SceneManagerScene management at run-time.
SceneManagerAPIDerive from this base class to provide alternative implementations to the C# behavior of specific SceneManager methods.
SceneUtilityScene and Build Settings related utilities.
ScreenProvides access to display information.
ScreenAccess platform-specific display information.
ScriptableObjectA class you can derive from if you want to create objects that live independently of GameObjects.
ScriptableRuntimeReflectionSystemEmpty implementation of IScriptableRuntimeReflectionSystem.
ScriptableRuntimeReflectionSystemSettingsGlobal settings for the scriptable runtime reflection system.
ScriptPlayableBindingA PlayableBinding that contains information representing a ScriptingPlayableOutput.
SearchContextAttributeThis attribute can be attached to a component object field in order to have the ObjectField use the advanced Object Picker.
SecurityWebplayer security related class. Not supported from 5.4.0 onwards.
SelectionBaseAttributeAdd this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.
SerializeFieldForce Unity to serialize a private field.
SerializeReferenceA scripting attribute that instructs Unity to serialize a field as a reference instead of as a value.
ShaderShader scripts used for all rendering.
ShaderVariantCollectionShaderVariantCollection records which shader variants are actually used in each shader.
ShaderWarmupPrewarms shaders in a way that is supported by all graphics APIs.
SkinnedMeshRendererThe Skinned Mesh filter.
SkyboxA script interface for the skybox component.
SleepTimeoutConstants for special values of Screen.sleepTimeout.
SnappingSnap values to rounded increments.
SortingGroupAdding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.
SpaceAttributeUse this PropertyAttribute to add some spacing in the Inspector.
SparseTextureClass for handling Sparse Textures.
SplashScreenProvides an interface to the Unity splash screen.
SpriteRepresents a Sprite object for use in 2D gameplay.
SpriteAtlasSprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.
SpriteAtlasManagerManages SpriteAtlas during runtime.
SpriteDataAccessExtensionsA list of methods designed for reading and writing to the rich internal data of a Sprite.
SpriteRendererRenders a Sprite for 2D graphics.
SpriteRendererDataAccessExtensionsA list of methods that allow the caller to override what the SpriteRenderer renders.
StaticBatchingUtilityStaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.
SupportedOnRenderPipelineAttributeSet which render pipelines make a class active.
SupportedRenderingFeaturesDescribes the rendering features supported by a given render pipeline.
SystemInfoAccess system and hardware information.
SystemInfoAccess platform-specific system and hardware information.
TextAreaAttributeAttribute to make a string be edited with a height-flexible and scrollable text area.
TextAssetRepresents a raw text or binary file asset.
TextureBase class for Texture handling.
Texture2DClass that represents textures in C# code.
Texture2DArrayClass for handling 2D texture arrays.
Texture3DClass for handling 3D Textures, Use this to create 3D texture assets.
TextureMipmapLimitGroupsScript interface for texture mipmap limit groups.
TexturePlayableBindingA PlayableBinding that contains information representing a TexturePlayableOutput.
TileRepresents tile on Windows start screen
TimeProvides an interface to get time information from Unity.
ToastRepresents a toast notification in Windows Store Apps.
TooltipAttributeSpecify a tooltip for a field in the Inspector window.
TouchScreenKeyboardInterface for on-screen keyboards. Only native iPhone, Android, and Windows Store Apps are supported.
TrailRendererThe trail renderer is used to make trails behind objects in the Scene as they move about.
TransformPosition, rotation and scale of an object.
UnityAPICompatibilityVersionAttributeDeclares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API.
UnityEventA zero argument persistent callback that can be saved with the Scene.
UnityEvent<T0,T1,T2,T3>Four argument version of UnityEvent.
UnityEvent<T0,T1,T2>Three argument version of UnityEvent.
UnityEvent<T0,T1>Two argument version of UnityEvent.
UnityEvent<T0>One argument version of UnityEvent.
UnityEventBaseAbstract base class for UnityEvents.
UnsafeGenericPool<T0>Provides a static implementation of ObjectPool<T0>.
UnsafeUtilityUnsafe utility class.
UtilsA utility class that you can use for diagnostic purposes.
VideoCaptureRecords a video from the web camera directly to disk.
VirtualFileSystemClass that provides access to some of the Unity low level virtual file system APIs.
WaitForEndOfFrameWaits until the end of the frame after Unity has rendered every Camera and GUI, just before displaying the frame on screen.
WaitForFixedUpdateWaits until next fixed frame rate update function. See Also: FixedUpdate.
WaitForSecondsSuspends the coroutine execution for the given amount of seconds using scaled time.
WaitForSecondsRealtimeSuspends the coroutine execution for the given amount of seconds using unscaled time.
WaitUntilSuspends the coroutine execution until the supplied delegate evaluates to true.
WaitWhileSuspends the coroutine execution until the supplied delegate evaluates to false.
WebCamContains general information about the current state of the web camera.
WriteAccessRequiredAttributeUsed in conjunction with the ReadOnlyAttribute, WriteAccessRequiredAttribute lets you specify which struct method and property require write access to be invoked.
WriteOnlyAttributeThe WriteOnly attribute lets you mark a member of a struct used in a job as write-only.
YieldInstructionBase class for all yield instructions.

Structs

ApplicationMemoryUsageChangeContains information about a change in the application's memory usage.
ArchiveFileInfoRepresents information about a file included in an archive.
ArchiveHandleRepresents an asynchronous operation handle that references an archive.
AsyncGPUReadbackRequestRepresents an asynchronous request for a GPU resource.
AsyncReadManagerRequestMetricMetrics for an individual read request.
AtomicSafetyHandleAtomicSafetyHandle is used by the job system to coordinate access to container memory from multiple jobs safely.
AttachmentDescriptorA declaration of a single color or depth rendering surface to be attached into a RenderPass.
AttachmentIndexArrayStruct encapsulating a fixed list of attachment indices used when declaring native render passes.
BatchCullingContextCulling context for a batch.
BatchCullingOutputContains the output data where OnPerformCulling will write draw commands into.
BatchCullingOutputDrawCommandsDraw commands generated by the culling request.
BatchDrawCommandRepresents a draw command for a BatchRendererGroup.
BatchDrawRangeSpecifies a draw range of draw commands.
BatchFilterSettingsRepresents settings that Unity applies to draw commands in this draw range.
BatchIDThe batch ID.
BatchMaterialIDThe batch Material ID.
BatchMeshIDThe batch mesh ID.
BatchPackedCullingViewIDThe ID of the view from which Unity invoked the culling.
BatchQueryJob<T0,T1>Struct used to implement batch query jobs.
BatchQueryJobStruct<T0>Struct used to schedule batch query jobs.
BlendShapeBufferRangeDescribes the location of blend shape vertex data in a GraphicsBuffer.
BlendStateValues for the blend state.
BoneWeightDescribes 4 skinning bone weights that affect a vertex in a mesh.