| AddComponentMenu | The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu. |
| AndroidInput | AndroidInput provides support for off-screen touch input, such as a touchpad. |
| AndroidJavaClass | AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class. |
| AndroidJavaObject | AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object. |
| AndroidJavaProxy | This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation. |
| AndroidJNI | 'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS).Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. |
| AndroidJNIHelper | Helper interface for JNI interaction; signature creation and method lookups.Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. |
| AnimationCurve | Store a collection of Keyframes that can be evaluated over time. |
| Application | Access to application run-time data. |
| Application | Provides essential methods related to Window Store application. |
| AssemblyIsEditorAssembly | Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes. |
| Assert | The Assert class contains assertion methods for setting invariants in the code. |
| AssertionException | An exception that is thrown on a failure. Assert.raiseExceptions needs to be set to true. |
| AsyncGPUReadback | Allows the asynchronous read back of GPU resources. |
| AsyncOperation | Asynchronous operation coroutine. |
| BeforeRenderOrderAttribute | Use this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender. |
| Behaviour | Behaviours are Components that can be enabled or disabled. |
| BillboardAsset | BillboardAsset describes how a billboard is rendered. |
| BillboardRenderer | Renders a billboard from a BillboardAsset. |
| BurstDiscardAttribute | The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler. |
| Caching | The Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequestAssetBundle.GetAssetBundle(). |
| Camera | A Camera is a device through which the player views the world. |
| ColorUsageAttribute | Attribute used to configure the usage of the ColorField and Color Picker for a color. |
| ColorUtility | A collection of common color functions. |
| CommandBuffer | List of graphics commands to execute. |
| Compass | Interface into compass functionality. |
| Component | Base class for everything attached to GameObjects. |
| ComputeBuffer | GPU data buffer, mostly for use with compute shaders. |
| ComputeShader | Compute Shader asset. |
| ContextMenu | The ContextMenu attribute allows you to add commands to the context menu. |
| ContextMenuItemAttribute | Use 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. |
| CrashReport | Holds data for a single application crash event and provides access to all gathered crash reports. |
| CrashReporting | Exposes useful information related to crash reporting on Windows platforms. |
| CreateAssetMenuAttribute | Mark 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. |
| Crypto | Class representing cryptography algorithms. |
| Cubemap | Class for handling cube maps, Use this to create or modify existing cube map assets. |
| CubemapArray | Class for handling Cubemap arrays. |
| CullingGroup | Describes a set of bounding spheres that should have their visibility and distances maintained. |
| Cursor | Cursor API for setting the cursor (mouse pointer). |
| Cursor | Cursor API for Windows Store Apps. |
| CustomRenderTexture | Custom Render Textures are an extension to Render Textures, enabling you to render directly to the Texture using a Shader. |
| CustomSampler | Custom CPU Profiler label used for profiling arbitrary code blocks. |
| CustomYieldInstruction | Base class for custom yield instructions to suspend coroutines. |
| DataUtility | Helper utilities for accessing Sprite data. |
| DeallocateOnJobCompletionAttribute | DeallocateOnJobCompletionAttribute. |
| Debug | Class containing methods to ease debugging while developing a game. |
| DelayedAttribute | Attribute used to make a float, int, or string variable in a script be delayed. |
| Device | Interface into iOS specific functionality. |
| Device | Interface into tvOS specific functionality. |
| DictationRecognizer | DictationRecognizer listens to speech input and attempts to determine what phrase was uttered. |
| Directory | Exposes static methods for directory operations. |
| DisallowMultipleComponent | Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. |
| Display | Provides access to a display / screen for rendering operations. |
| DisposeSentinel | DisposeSentinel is used to detect memory leaks. |
| DynamicGI | Allows to control the dynamic Global Illumination. |
| ExcludeFromObjectFactoryAttribute | Add this attribute to a class to prevent the class and its inherited classes from being created with ObjectFactory methods. |
| ExcludeFromPresetAttribute | Add this attribute to a class to prevent creating a Preset from the instances of the class. |
| ExecuteInEditMode | Makes all instances of a script execute in edit mode. |
| File | Provides static methods for file operations. |
| Flare | A flare asset. Read more about flares in the components reference. |
| FlareLayer | FlareLayer component. |
| FloatComparer | A float comparer used by Assert performing approximate comparison. |
| FormerlySerializedAsAttribute | Use this attribute to rename a field without losing its serialized value. |
| FrameTimingManager | The FrameTimingManager allows the user to capture and access FrameTiming data for multple frames. |
| GameObject | Base class for all entities in Unity Scenes. |
| GeometryUtility | Utility class for common geometric functions. |
| Gizmos | Gizmos are used to give visual debugging or setup aids in the Scene view. |
| GL | Low-level graphics library. |
| Gradient | Gradient used for animating colors. |
| GrammarRecognizer | The 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. |
| Graphics | Raw interface to Unity's drawing functions. |
| GraphicsSettings | Script interface for Graphics Settings. |
| GUIElement | Base class for images & text strings displayed in a GUI. |
| Gyroscope | Interface into the Gyroscope. |
| Handheld | Interface into functionality unique to handheld devices. |
| HeaderAttribute | Use this PropertyAttribute to add a header above some fields in the Inspector. |
| HelpURLAttribute | Provide a custom documentation URL for a class. |
| HideInInspector | Makes a variable not show up in the inspector but be serialized. |
| IJobExtensions | Extension methods for Jobs using the IJob interface. |
| IJobParallelForExtensions | Extension methods for Jobs using the IJobParallelFor. |
| IJobParallelForTransformExtensions | Extension methods for IJobParallelForTransform. |
| ImageEffectAfterScale | Any Image Effect with this attribute will be rendered after Dynamic Resolution stage. |
| ImageEffectAllowedInSceneView | Any Image Effect with this attribute can be rendered into the scene view camera. |
| ImageEffectOpaque | Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. |
| ImageEffectTransformsToLDR | When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering. |
| Input | Interface into the Input system. |
| JobHandleUnsafeUtility | JobHandle Unsafe Utilities. |
| JobProducerTypeAttribute | All job interface types must be marked with the JobProducerType. This is used to compile the Execute method by the Burst ASM inspector. |
| JobsUtility | Static class containing functionality to create, run and debug jobs. |
| KeywordRecognizer | KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords. |
| Launcher | Class 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. |
| LensFlare | Script interface for a Lens flare component. |
| LicenseInformation | This class provides information regarding application's trial status and allows initiating application purchase. |
| Light | Script interface for light components. |
| LightmapData | Data of a lightmap. |
| LightmapperUtils | Utility class for converting Unity Lights to light types recognized by the baking backends. |
| Lightmapping | Interface to the light baking backends. |
| LightmapSettings | Stores lightmaps of the scene. |
| LightProbeGroup | Light Probe Group. |
| LightProbeProxyVolume | The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects. |
| LightProbes | Stores light probes for the scene. |
| LineRenderer | The line renderer is used to draw free-floating lines in 3D space. |
| LineUtility | A collection of common line functions. |
| LocalNotification | iOS.LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhone/iPad/iPod Touch. |
| LocationService | Interface into location functionality. |
| LODGroup | LODGroup lets you group multiple Renderers into LOD levels. |
| Logger | Initializes a new instance of the Logger. |
| Material | The material class. |
| MaterialPropertyBlock | A block of material values to apply. |
| Mesh | A class that allows creating or modifying meshes from scripts. |
| MeshFilter | A class to access the Mesh of the mesh filter. |
| MeshRenderer | Renders meshes inserted by the MeshFilter or TextMesh. |
| MessageEventArgs | Arguments passed to Action callbacks registered in PlayerConnection. |
| MonoBehaviour | MonoBehaviour is the base class from which every Unity script derives. |
| MultilineAttribute | Attribute to make a string be edited with a multi-line textfield. |
| NativeArrayUnsafeUtility | NativeArray Unsafe Utility. |
| NativeContainerAttribute | Allows you to create your own custom native container. |
| NativeContainerIsAtomicWriteOnlyAttribute | NativeContainerIsAtomicWriteOnlyAttribute. |
| NativeContainerIsReadOnlyAttribute | NativeContainerIsReadOnlyAttribute. |
| NativeContainerSupportsDeallocateOnJobCompletionAttribute | NativeContainerSupportsDeallocateOnJobCompletionAttribute. |
| NativeContainerSupportsDeferredConvertListToArray | NativeContainerSupportsDeferredConvertListToArray. |
| NativeContainerSupportsMinMaxWriteRestrictionAttribute | NativeContainerSupportsMinMaxWriteRestrictionAttribute. |
| NativeDisableContainerSafetyRestrictionAttribute | By 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. |
| NativeDisableParallelForRestrictionAttribute | NativeDisableParallelForRestrictionAttribute. |
| NativeDisableUnsafePtrRestrictionAttribute | By 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. |
| NativeFixedLengthAttribute | The container has from start a size that will never change. |
| NativeLeakDetection | Static class for native leak detection settings. |
| NativeSetClassTypeToNullOnScheduleAttribute | When 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. |
| NativeSetThreadIndexAttribute | This 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. |
| NativeSliceUnsafeUtility | NativeSlice unsafe utility class. |
| NotificationServices | NotificationServices is only available on iPhone/iPad/iPod Touch. |
| Object | Base class for all objects Unity can reference. |
| OcclusionArea | OcclusionArea is an area in which occlusion culling is performed. |
| OcclusionPortal | The portal for dynamically changing occlusion at runtime. |
| OnDemandResources | On Demand Resources API. |
| OnDemandResourcesRequest | Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine. |
| PhraseRecognitionSystem | Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them. |
| PhraseRecognizer | A common base class for both keyword recognizer and grammar recognizer. |
| Ping | Ping any given IP address (given in dot notation). |
| PixelPerfectRendering | A collection of APIs that facilitate pixel perfect rendering of sprite-based renderers. |
| PlayableAsset | An base class for assets that can be used to instatiate a Playable at runtime. |
| PlayableBehaviour | PlayableBehaviour is the base class from which every custom playable script derives. |
| PlayableExtensions | Extensions for all the types that implements IPlayable. |
| PlayableOutputExtensions | Extensions for all the types that implements IPlayableOutput. |
| PlayerConnection | Used for handling the network connection from the Player to the Editor. |
| PlayerLoop | The class representing the player loop in Unity. |
| PlayerPrefs | Stores and accesses player preferences between game sessions. |
| PlayerPrefsException | An exception thrown by the PlayerPrefs class in a web player build. |
| PreferBinarySerialization | Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode. |
| PreserveAttribute | PreserveAttribute prevents byte code stripping from removing a class, method, field, or property. |
| Profiler | Controls the Profiler from script. |
| Projector | A script interface for a projector component. |
| PropertyAttribute | Base class to derive custom property attributes from. Use this to create custom attributes for script variables. |
| QualitySettings | Script interface for Quality Settings. |
| Random | Class for generating random data. |
| RangeAttribute | Attribute used to make a float or int variable in a script be restricted to a specific range. |
| ReadOnlyAttribute | The ReadOnly attribute lets you mark a member of a struct used in a job as read-only. |
| Recorder | Records profiling data produced by a specific Sampler. |
| RectOffset | Offsets for rectangles, borders, etc. |
| RectTransform | Position, size, anchor and pivot information for a rectangle. |
| ReflectionProbe | The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections. |
| Remote | A class for Apple TV remote input configuration. |
| RemoteNotification | RemoteNotification is only available on iPhone/iPad/iPod Touch. |
| Renderer | General functionality for all renderers. |
| RendererExtensions | Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System. |
| RenderPass | Object encapsulating the duration of a single renderpass that contains one or more subpasses.The RenderPass object provides a new way to switch rendertargets in the context of a Scriptable Rendering Pipeline. As opposed to the SetRenderTargets function, the RenderPass object specifies a clear beginning and an end for the rendering, alongside explicit load/store actions on the rendering surfaces.The RenderPass object also allows running multiple subpasses within the same renderpass, where the pixel shaders have a read access to the current pixel value within the renderpass. This allows for efficient implementation of various rendering methods on tile-based GPUs, such as deferred rendering.RenderPasses are natively implemented on Metal (iOS) and Vulkan, but the API is fully functional on all rendering backends via emulation (using legacy SetRenderTargets calls and reading the current pixel values via texel fetches).A quick example on how to use the RenderPass API within the Scriptable Render Pipeline to implement deferred rendering:The RenderPass mechanism has the following limitations:
- All attachments must have the same resolution and MSAA sample count
- The rendering results of previous subpasses are only available within the same screen-space pixel
coordinate via the UNITY_READ_FRAMEBUFFER_INPUT(x) macro in the shader; the attachments cannot be bound
as textures or otherwise accessed until the renderpass has ended
- iOS Metal does not allow reading from the Z-Buffer, so an additional render target is needed to work around that
- The maximum amount of attachments allowed per RenderPass is currently 8 + depth, but note that various GPUs may
have stricter limits. |
| RenderPassAttachment | A declaration of a single color or depth rendering surface to be attached into a RenderPass. |
| RenderPipeline | Defines a series of commands and settings that describes how Unity renders a frame. |
| RenderPipelineAsset | An asset that produces a specific IRenderPipeline. |
| RenderPipelineManager | Render Pipeline manager. |
| RenderSettings | The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light. |
| RenderSettings | Experimental render settings features. |
| RenderTexture | Render textures are textures that can be rendered to. |
| ReplayKit | ReplayKit is only available on certain iPhone, iPad and iPod Touch devices running iOS 9.0 or later. |
| RequireComponent | The RequireComponent attribute automatically adds required components as dependencies. |
| ResourceRequest | Asynchronous load request from the Resources bundle. |
| Resources | The Resources class allows you to find and access Objects including assets. |
| RuntimeInitializeOnLoadMethodAttribute | Allow a runtime class method to be initialized when a game is loaded at runtime
without action from the user. |
| Sampler | Provides control over a CPU Profiler label. |
| ScalableBufferManager | Scales render textures to support dynamic resolution if the target platform/graphics API supports it. |
| SceneManager | Scene management at run-time. |
| SceneUtility | Scene and Build Settings related utilities. |
| Screen | Access to display information. |
| ScriptableObject | A class you can derive from if you want to create objects that don't need to be attached to game objects. |
| ScriptPlayableBinding | A PlayableBinding that contains information representing a ScriptingPlayableOutput. |
| Security | Webplayer security related class. Not supported from 5.4.0 onwards. |
| SelectionBaseAttribute | Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking. |
| SerializeField | Force Unity to serialize a private field. |
| Shader | Shader scripts used for all rendering. |
| ShaderKeyword | Identifier of a specific code path in a shader. |
| ShaderVariantCollection | ShaderVariantCollection records which shader variants are actually used in each shader. |
| SkinnedMeshRenderer | The Skinned Mesh filter. |
| Skybox | A script interface for the skybox component. |
| SleepTimeout | Constants for special values of Screen.sleepTimeout. |
| SortingGroup | Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together. |
| SpaceAttribute | Use this PropertyAttribute to add some spacing in the Inspector. |
| SparseTexture | Class for handling Sparse Textures. |
| SplashScreen | Provides an interface to the Unity splash screen. |
| Sprite | Represents a Sprite object for use in 2D gameplay. |
| SpriteAtlas | Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution. |
| SpriteAtlasManager | Manages SpriteAtlas during runtime. |
| SpriteDataAccessExtensions | A list of methods designed for reading and writing to the rich internal data of a Sprite. |
| SpriteRenderer | Renders a Sprite for 2D graphics. |
| SpriteRendererDataAccessExtensions | A list of methods that allow the caller to override what the SpriteRenderer renders. |
| StaticBatchingUtility | StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. |
| SupportedRenderingFeatures | Describes the rendering features supported by a given render pipeline. |
| SystemInfo | Access system and hardware information. |
| TextAreaAttribute | Attribute to make a string be edited with a height-flexible and scrollable text area. |
| TextAsset | Text file assets. |
| Texture | Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes. |
| Texture2D | Class for texture handling. |
| Texture2DArray | Class for handling 2D texture arrays. |
| Texture3D | Class for handling 3D Textures, Use this to create 3D texture assets. |
| TexturePlayableBinding | A PlayableBinding that contains information representing a TexturePlayableOutput. |
| Tile | Represents tile on Windows start screen
|
| Time | The interface to get time information from Unity. |
| Toast | Represents a toast notification in Windows Store Apps.
|
| TooltipAttribute | Specify a tooltip for a field in the Inspector window. |
| TouchScreenKeyboard | Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms. |
| TrailRenderer | The trail renderer is used to make trails behind objects in the scene as they move about. |
| Transform | Position, rotation and scale of an object. |
| UnityAPICompatibilityVersionAttribute | Declares 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. |
| UnityEvent | A 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. |
| UnityEventBase | Abstract base class for UnityEvents. |
| UnsafeUtility | Unsafe utility class. |
| WaitForEndOfFrame | Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen. |
| WaitForFixedUpdate | Waits until next fixed frame rate update function. See Also: FixedUpdate. |
| WaitForSeconds | Suspends the coroutine execution for the given amount of seconds using scaled time. |
| WaitForSecondsRealtime | Suspends the coroutine execution for the given amount of seconds using unscaled time. |
| WaitUntil | Suspends the coroutine execution until the supplied delegate evaluates to true. |
| WaitWhile | Suspends the coroutine execution until the supplied delegate evaluates to false. |
| WriteAccessRequiredAttribute | Used in conjunction with the ReadOnlyAttribute, WriteAccessRequiredAttribute lets you specify which struct method and property require write access to be invoked. |
| WriteOnlyAttribute | The WriteOnly attribute lets you mark a member of a struct used in a job as write-only. |
| YieldInstruction | Base class for all yield instructions. |