API Reference
Scene System
14 types
| Type | Name | Description |
|---|---|---|
| class | ClutterGridSystem Sandbox.Clutter | Game object system that manages clutter generation. Handles infinite streaming layers and executes generation jobs. |
| class | CollisionSoundSystem Sandbox | This system exists to collect pending collision sounds and filter them into a unique set, to avoid unnesssary sounds pla |
| class | DebugOverlaySystem Sandbox | |
| class | DecalGameSystem Sandbox | |
| class | GameObject Sandbox | An object in the scene. Functionality is added using Components. A GameObject has a transform, which explains its positi |
| class | GameObjectSystem Sandbox | Allows creation of a system that always exists in every scene, is hooked into the scene's lifecycle, and is disposed wh |
| class | GameObjectSystem<T> Sandbox | A syntax sugar wrapper around GameObjectSystem, which allows you to access your system using SystemName.Current instead |
| class | GameTransform Sandbox | |
| class | MovieBoneAnimatorSystem Sandbox.MovieMaker.Properties | Coordinates playing bone animations from MoviePlayers. Holds a BoneAccessor for SkinnedModelRenderers in the scene, whic |
| class | PostProcessSystem Sandbox | Manages post-processing effects for cameras and volumes within a scene, handling their application during rendering and |
| class | Scene Sandbox | |
| class | SceneAnimationSystem Sandbox | |
| class | SceneSpriteSystem Sandbox | |
| class | VolumeSystem Sandbox.Volumes | A base GameObjectSystem for handling of IVolume components. You can use this to find volume components by position. |