API Reference
Graphics
90 types
| Type | Name | Description |
|---|---|---|
| class | CameraComponent Sandbox | Every scene should have at least one Camera. |
| struct | Color | Represents a color using 4 floats (rgba), with 0-1 range. |
| class | Color | |
| struct | Color32 | A 32bit color, commonly used by things like vertex buffers. The functionality on this is purposely left min |
| class | ColorAdjustments Sandbox | Applies color adjustments to the camera. |
| class | ColorAlphaControl Sandbox.UI | A control for editing Color properties. Displays a text entry that can be edited, and a color swatch which pops up a mix |
| class | ColorControl Sandbox.UI | A control for editing Color properties. Displays a text entry that can be edited, and a color swatch which pops up a mix |
| struct | ColorFrame | Keyframes times and values should range between 0 and 1 |
| class | ColorGrading Sandbox | Applies color grading to the camera |
| struct | ColorHsv | A color in Hue-Saturation-Value/Brightness format. |
| class | ColorHueControl Sandbox.UI | A control for editing Color properties. Displays a text entry that can be edited, and a color swatch which pops up a mix |
| struct | ColorIndexRef | |
| class | ColorPickerControl Sandbox.UI | A control for picking a color using sliders and whatever |
| class | Colors | Using pure primary colors is horrible. Lets make it easier to avoid. |
| class | ColorSampler Editor | |
| class | ColorSaturationValueControl Sandbox.UI | A control for editing Color properties. Displays a text entry that can be edited, and a color swatch which pops up a mix |
| enum | ColorSpaceEnum | |
| class | ColorTextureGenerator Sandbox.Resources | Generate a texture which is just a single color |
| struct | ColorTextureRef | |
| class | ColorUsageAttribute Sandbox | When applied to a Color property, allows you to specify whether the color should have an alpha channel and/or be in HDR. |
| class | CommandList Sandbox.Rendering | |
| enum | FilterMode Sandbox.Rendering | Represents filtering modes for texture sampling in the rendering pipeline. |
| struct | GradientFogSetup Sandbox.Rendering | Setup for defining gradient fog in a view |
| struct | HudPainter Sandbox.Rendering | 2D Drawing functions for a CommandList. HudPainter provides a set of methods for drawing shapes, textures, and text onto |
| class | Light Sandbox | |
| enum | LightShape | |
| class | Material Sandbox | A material. Uses several Textures and a Shader with specific settings for more interesting visual effects. |
| class | MaterialAccessor Sandbox.Engine | A wrapper to allow the unification of editing materials. This is usually a member on a Component which implements Materi |
| class | MaterialGroupAttribute | Used to mark a property as a material group, for the editor |
| class | MaterialGroupBuilder Sandbox | |
| class | MaterialOverrideAttribute | Used to mark a property as a material material override dictionary, for the editor |
| class | Particle Sandbox | |
| class | ParticleAttractor Sandbox | Attract particles to a GameObject in the scene |
| class | ParticleBoxEmitter Sandbox | Emits particles within a box shape. |
| class | ParticleConeEmitter Sandbox | Emits particles within/along a cone shape. |
| class | ParticleController Sandbox | Particles can have extra controllers that can modify the particles every frame. |
| struct | ParticleControlPoint Sandbox | |
| class | ParticleEffect Sandbox | Defines and holds particles. This is the core of the particle system. |
| class | ParticleEmitter Sandbox | Creates particles. Should be attached to a ParticleEffect. |
| struct | ParticleFloat Sandbox | Represents a floating-point value that can change over time with support for various evaluation modes. |
| struct | ParticleGradient Sandbox | |
| class | ParticleLightRenderer Sandbox | Adds lighting to particles in your effect. |
| class | ParticleModelEmitter Sandbox | Emits particles in a model |
| class | ParticleModelRenderer Sandbox | Renders particles as models, using the particle's position, rotation, and size. |
| class | ParticleRenderer Sandbox | Renders a set of particles. Should be attached to a ParticleEffect. |
| class | ParticleRingEmitter Sandbox | Emits particles in a ring. The ring can be flat or have a tube-like quality. Velocity can either be added from the cent |
| class | ParticleSnapshot Sandbox | A particle snapshot that can be created procedurally. Contains a set of vertices that particle effects can address. |
| enum | ParticleSortMode | |
| enum | ParticleSortMode | |
| class | ParticleSphereEmitter Sandbox | Emits particles within a sphere shape. |
| class | ParticleSpriteRenderer Sandbox | Renders particles as 2D sprites - can be static or animated |
| class | ParticleSystem Sandbox | A particle effect system that allows for complex visual effects, such as explosions, muzzle flashes, impact effects, etc |
| class | ParticleTextRenderer Sandbox | Renders particles as 2D sprites |
| class | ParticleTrailRenderer Sandbox | Renders a trail for each particle in the effect. |
| struct | ParticleVector3 Sandbox | |
| struct | ReflectionSetup Sandbox.Rendering | Allows special setup for reflections, such as offsetting the reflection plane |
| struct | RefractionSetup Sandbox.Rendering | Allows special setup for refraction, such as offsetting the clip plane |
| struct | RendererSetup Sandbox.Rendering | When manually rendering a Renderer this will let you override specific elements of that render. This means you can use m |
| struct | RenderTargetHandle Sandbox.Rendering | A render target handle used with CommandLists |
| enum | RenderValue Sandbox.Rendering | |
| enum | ResourceState Sandbox.Rendering | Used to describe a GPU resources state for barrier transitions. |
| struct | SamplerState Sandbox.Rendering | Represents a sampler state used to control how textures are sampled in shaders. Example usage: SamplerState mySampler |
| class | Shader Sandbox | A shader is a specialized and complex computer program that use world geometry, materials and textures to render graphic |
| class | ShaderCompile Sandbox.Engine.Shaders | |
| struct | ShaderCompileOptions Sandbox.Engine.Shaders | Options used when compiling a shader |
| class | ShaderSchema | |
| class | Sprite Sandbox | Represents a sprite resource that can be static or animated. Sprites are rendererd using the SpriteRenderer component. |
| class | SpriteAnimationControlWidget Editor | |
| class | SpriteRenderer Sandbox | Renders a sprite in the world |
| enum | Stage Sandbox.Rendering | |
| class | Texture Sandbox | A texture is an image used in rendering. Can be a static texture loaded from disk, or a dynamic texture rendered to by c |
| struct | Texture2DBuilder Sandbox | |
| struct | Texture3DBuilder Sandbox | |
| enum | TextureAddressMode Sandbox.Rendering | Specifies how texture coordinates outside the [0.0, 1.0] range are handled. |
| struct | TextureArrayBuilder Sandbox | |
| struct | TextureBuilder Sandbox | |
| class | TextureChangedDelegate | |
| class | TextureChangedDelegate | |
| struct | TextureCubeBuilder Sandbox | |
| enum | TextureDimension | |
| enum | TextureFlags Sandbox | Flags providing hints about a texture |
| class | TextureGenerator Sandbox.Resources | |
| class | TextureImagePathAttribute Sandbox | When added to a string property, will allow selection of anything that a Texture can be |
| enum | TextureJustification | |
| class | TextureLoader Sandbox.Mounting | |
| enum | TextureQuality Sandbox.Engine.Settings | |
| struct | TextureResidencyInfo Editor | Provides information about currently resident textures on the GPU |
| class | TextureResourceCompiler Editor | |
| class | TextureStreaming Sandbox.Rendering | Gives global access to the texture streaming system. |
| struct | ViewSetup Sandbox.Rendering | When manually rendering a camera this will let you override specific elements of that render. This means you can use mos |