API
namespace

(global)

495 types

Classes

Type Name Description
class <G>$CF338E16634EC54D8049A06B0E09B078
class <M>$52C342ECC3A503D4879A4C578EED277E
class Account
class ActionBind
class AdditionalFile Represents a file to send to the compiler along with all the code. This is usually something that the generator turns in
class AdvancedDropdownPanel A single sliding panel with header, scroll area, and item list.
class AliasAttribute Alternate class name(s) for this type to the one specified via LibraryAttribute. This info can then be retrieved via Dis
class Animation Contains one or multiple frames that can be played in sequence.
class AnimationState Contains the state of a sprite instance's animation playback.
class AssemblyMetadata
class AssetAttribute Automatically addeded to a type as a result of using Cloud.Model etc inside.
class AssetAutoTagFilter
class Attachment
class AttributeAccess
class AudioAccessor
class AutoExposureSetup
class BaseAttribute
class BaseListener Allows creating a class that will exist for as long as a particle. The methods get called in the particle thread, which
class BeamInstance Represents an individual beam instance within the effect.
class BlendIndices
class BlendWeight
class Block A keyframe within the animation.
class BloomAccessor
class Board
class Board2
class Body
class Body An action to perform in a branch or loop.
class BodyGroupMaskAttribute Used to mark properties as a body group mask, so the correct editor can be used
class BodyPart
class BodyPart
class Bone A bone in a BoneCollection.
class Box A single hitbox on the model. This can be a box, sphere or capsule.
class BroadcastAttribute Marks a method as being an RPC. It will be called for everyone.
class BroadcastEvent A message that is broadcast when a frame is displayed.
class Callback Callback delegate for receiving progress updates.
class CapsulePart
class CascadeVisualizer
class CategoryAttribute Sets the category or the group of a type or a type member. This info can then be retrieved via DisplayInfo library.
class CategoryEntry A category entry widget with a forward arrow.
class Child
class Choice
class ClassNameAttribute Set the class name for this type or member. This info can then be retrieved via DisplayInfo library.
class Clear
class Clipboard
class ClothingEntry
class ClutterStorage Manages storage and serialization of painted clutter instances. Uses binary serialization via BlobData for efficient sto
class CollisionDelegate
class CollisionStopDelegate
class Color
class Colors Using pure primary colors is horrible. Lets make it easier to avoid.
class CommonData
class ConditionalVisibilityAttribute Hide a property if a condition matches.
class ConvertAttribute To allow redirecting in the case where a class has both a string and StringToken version of a method. We should be able
class CustomizableSerializedProperty A proxy around a SerializedProperty that allows overriding any property for UI customization. Unset values fall through
class Danger
class DataReceivedHandler Event handler which processes binary messages from the WebSocket service.
class DataStream
class DecalEntry
class DefaultValueAttribute Sometimes with CodeGen we want reflection to be able to get the original initial value of a property (which is set with
class DependencyComponent
class DependencyIndex
class DescriptionAttribute Sets the description of a type or a type member. This attribute is usually applied automatically by codegen based on the
class DisconnectedHandler Event handler which fires when the WebSocket disconnects from the server.
class DockInfo Description of a dock that is available to create by the backend.
class DragEvent Information about a widget drag and drop event.
class EditorAttribute Tell the tools or gameui property editor which editor we should be using for this property or type.
class EditorModelAttribute Declare a model to represent this entity in editor. This is a common attribute so it's leaked out of the Editor namespac
class EntityObject
class Entry A facet entry consists of a name, display information and the number of items inside
class Entry A folder of content stored on disk
class Entry
class Entry
class Face A list of indices indexing into the Vertices list.
class FaceExtents
class Facet Describes a facet of a group of items, with a limited number of each facet with their total item counts
class Feature A feature is usually displayed as a tab, to break things up in the inspector. They can sometimes be turned on and off.
class FindResult A result from the call to FindAsync
class ForEachBody<T> Output signal for a ForEachBody{``0}) node, fired for each element of an enumerable.
class ForRangeBody Output signal for a Int32) node, fired for each value in the range.
class FractalParameters Parameters for constructing a fractal noise field, which layers multiple octaves of a noise function with increasing fre
class Frame Describes a single animation frame
class FrameAttribute Called every frame for tools
class Function An easing function that transforms the linear input into non linear output.
class GizmoControls Extendable helper to create common gizmos
class GizmoDraw Contains functions to add objects to the Gizmo Scene. This is an instantiable class so it's possible to add extensions.
class GizmoHitbox Contains functions to add objects to the immediate mode Scene. This is an instantiable class so it's possible to add ext
class GlobalStats
class Group A group is a collection of properties that are related to each other, and can be displayed together in the inspector, us
class GroupAttribute Sets the category or the group of a type or a type member. This info can then be retrieved via DisplayInfo library.
class Grouping
class Header
class HideIfAttribute Hide this property if a given property within the same class has the given value. Used typically in the Editor Inspector
class HideInEditorAttribute Hide this in tools/editors.
class HostAttribute Marks a method as being an RPC. It will only be called on the host.
class HotloadAttribute
class HullPart
class IconAttribute Sets the icon of a type or a type member. Colors are expected in HTML formats, like "rgb(255,255,255)" or "#FFFFFF". Thi
class IndexBufferLockHandler
class Input A named input of a node. Inputs can connect to outputs of other nodes, or have a constant value. Use !:SetLink(LinkSourc
class Instance Holds the backend state for a Gizmo scope. This allows us to have multiple different gizmo states (for multiple views, m
class Item Describes a type of item that can be in the inventory
class ItemDefinition Describes a type of item that can be in the inventory
class ItemEntry A leaf item entry widget.
class Joint
class JsonConvert
class Keyboard Keyboard related glyph methods.
class LipSyncAccessor
class ListenerState One of these is created for every listener that uses an audio processor.
class ListResult Represents the actual response from the api
class LoopedSound
class Map Stats for the current map
class Map Stats for the current map
class MapEditor Events that happen within the map editor.
class MapViewContextMenu Called when the map view is right clicked, Menu is passed.
class MaterialGroupAttribute Used to mark a property as a material group, for the editor
class MaterialOverrideAttribute Used to mark a property as a material material override dictionary, for the editor
class MeshPart
class MessageReceivedHandler Event handler which processes text messages from the WebSocket service.
class MinMaxAttribute Mark property as having a minimum and maximum value.
class ModelEntry Entry for a model, including its material group and body group settings.
class MorphAccessor
class Mounting
class Network
class NetworkAccessor
class Normal
class OnInspectArgs
class OnSpeechResult Called when we have a result from speech recognition.
class OrderAttribute Visual order of this member for UI purposes. This info can then be retrieved via DisplayInfo library.
class Organization Represents an organization on Asset Party. Organization owns packages.
class Output A named output of a node. Use SetLink(LinkSource), or SetLinks(LinkSource[]) to connect this output to an input.
class Overlay Provides static methods for displaying various modal overlays in the game UI. The Overlay class allows you to open moda
class OwnerAttribute Marks a method as being an RPC. It will only be called on owner of this object.
class PackageManifest
class Parameter<T> Base class for properties, inputs, and outputs of nodes.
class ParameterAccessor
class Parameters Parameters for constructing a noise field. Use FractalParameters if you want a noise field made from multiple octaves.
class Part
class Patch Represents a complete set of changes to be applied to a JSON structure.
class PlaceholderAttribute Add placeholder text, typically displayed for string properties when the text entry field is empty. This info can then b
class PlayerStats
class Pointer Represents a JSON Pointer as defined in RFC 6901.
class PointerJsonConverter Custom JSON converter for the Pointer class that serializes a Pointer as a string and deserializes a string back into a
class PolygonMesh A list of vertices and faces.
class Position
class Prefabs
class Pressed Access to the currently pressed path information
class Primary A visually distinct button.
class Probe Per-probe data including position offset and active state.
class Program The results of an individual shader program compile (PS, VS etc)
class ProjectFile A single file in the project revision manifest
class Projects
class Property A named constant value stored inside a node.
class PropertyChangedDelegate
class PropertyFinishEditDelegate
class PropertyPath Describes the path to a SerializedProperty from either a GameObject or Component.
class PropertyPreChangeDelegate
class PropertyStartEditDelegate
class Proxy Allows easily creating SerializedProperty classes that wrap other properties.
class PublishSettings This is data that is saved in an asset's meta file under "publish" to configure its project for uploading.
class Query Query the Steam Workshop for items
class QueryItem Details about a UGC item returned from a Steam Workshop query
class QueryResult The results of a Steam Workshop query
class QueuedFile
class ResourceIdentityAttribute Mark a ResourceCompiler. This is used to identify the compiler for a specific file extension, or compiler.
class Results The results of a shader compile
class SandboxSystemExtensions
class SandboxSystemExtensions
class SceneObjectFlagAccessor
class SceneSettings
class Scope
class Screenshot
class SelectionChanged Called when the user selects / deselects any object in the map and is changed.
class SequenceAccessor
class SerializeOptions
class ShaderSchema
class ShowContextMenuEvent Event args for ShowContextMenuEvent) events.
class ShowIfAttribute Show this property if a given property within the same class has the given value. Used typically in the Editor Inspector
class Small
class SpawnableAttribute This entity is expected to be spawnable in-game, like from Sandbox's spawnmenu.
class SpherePart
class State
class State
class State
class State
class State
class StingSound
class Subtitle
class TagAttribute Adds a single or multiple tags for this type or member. Tags can then be retrieved via DisplayInfo library.
class Tangent
class TemporaryEffect Destroys a GameObject after a number of seconds. If the GameObject or its children have any components that implement I
class TerrainMaterialSettings
class TexCoord
class TextSceneObject
class TextureChangedDelegate
class TextureChangedDelegate
class ThumbnailRendererAttribute Should target a static method like `public static Pixmap RenderThumbnail( Asset thumbnail )` where the method returns a
class TimeRangeAttribute For use with Curves, allows you to define a custom range for the time
class Timings
class Title
class TitleAttribute Sets the title or a "nice name" of a type or a type member. This info can then be retrieved via DisplayInfo library.
class ToggleGroupAttribute Very much like a GroupAttribute, except we're indicating that the group can be toggle on and off using the named propert
class TrackedObjectDefinition Defines characteristics of an object type that should be tracked within a JSON tree structure. These definitions are use
class TransitionFunction
class TriggerDelegate
class TypeHintAttribute Hint that this type is expected to be this. This is used internally for the editor UX to hint that a type of a value sho
class UI Static materials for UI rendering purposes.
class ValidateAttribute Validates a property using a method.
class ValueRangeAttribute For use with Curves, allows you to define a custom range for the value
class VariableCollection A collection of variabnles that have been configured for this scene
class VertexBufferLockHandler<T>
class VoiceRecording
class VR
class VSCodeExtensions
class WithCornerIcon
class WithNumber
class WriteSubGraphDelegate

Structs

Type Name Description
struct AddedObject Represents an object that needs to be added during patching.
struct AlphaFrame Keyframes times and values should range between 0 and 1
struct Angles Euler angles. Unlike a Rotation, Euler angles can represent multiple revolutions (rotations) around an axis, but suffer
struct AnimTagEvent
struct AsAccessor
struct AssetPickerParameters Passed parameters for the AssetPicker going from engine to addon code
struct AssetTags Represents a collection of tags for an asset. This is only necessary so we can save tags as soon as they are added.
struct Attribute
struct AutocompleteEntry
struct AutoCompleteResult
struct BBox An Axis Aligned Bounding Box.
struct BindEntry
struct BlitMode
struct Block
struct Body Represents a Rigidbody attached to a specific bone with a local transform.
struct Bone A bone definition for use with ModelBuilder.
struct BoneVelocity
struct ByteParseOptions
struct Capsule A capsule object, defined by 2 points and a radius. A capsule is a cylinder with round ends (inset half spheres on each
struct Choice
struct Color Represents a color using 4 floats (rgba), with 0-1 range.
struct Color32 A 32bit color, commonly used by things like vertex buffers. The functionality on this is purposely left min
struct ColorFrame Keyframes times and values should range between 0 and 1
struct ColorHsv A color in Hue-Saturation-Value/Brightness format.
struct ColorIndexRef
struct ColorTextureRef
struct ComboDescription
struct Cone A tapered shape between two points with a radius at each end. Supports cones and cylinders, with flat ends.
struct Config
struct Configuration
struct Cursor
struct DepthTextureRef
struct Desc
struct DeserializeOptions
struct Entry
struct Entry
struct Entry
struct Entry
struct Entry
struct Entry This is a cleaned up version of gameserveritem_t.
struct Entry
struct Entry
struct Enumerator Zero-allocation enumerator for CircularBuffer`1. Returned as a value type so never allocates.
struct Event Describes who pressed it.
struct ExportProgress
struct File
struct Filter
struct FlagsAccessor
struct FogParamInfo
struct FootstepEvent
struct Frame Keyframes times and values should range between 0 and 1
struct Frame
struct Frame
struct GameObjectSystemData
struct GenericEvent
struct GlobalStat
struct GradientColorOffset
struct GradientGenerator
struct Group
struct HullSimplify Settings for simplifying a hull shape.
struct IconSetup
struct ImpactEffectData
struct IndirectDispatchArguments
struct IndirectDrawArguments
struct IndirectDrawIndexedArguments
struct Inputs The input state, allows interaction with Gizmos
struct InstalledVoice
struct Instance
struct ItemDragEvent
struct Joint Represents a Joint between two bodies with local frames for each.
struct Line Represents a line in 3D space.
struct LinkTraversalData Holds information about the current link the agent is traversing.
struct LoadingScreenSetup
struct Matrix Represents a 4x4 matrix.
struct MovedObject Represents an object that should be moved to a new location during patching.
struct ObjectEntry Holds key values for the map object
struct ObjectIdentifier Uniquely identifies a tracked object by its type and identifier value.
struct OldSoundData
struct Option
struct Options
struct Outcome
struct Outline
struct PackageInteraction
struct PackageProperty A binary category used to divide into two categories. For example, Work In Progress.
struct PackageUsageStats Statistics for user interactions with this package
struct Pair A pair of case- and order-insensitive tags, used as a key to look up a Result.
struct PathElement
struct PeriodMetric
struct PlayerStat
struct Point Point that defines part of the spline. Two consecutive points define a segment of the spline. The Position, In/Out Hand
struct PrefabVariableTarget Targets a property in a component or gameobject.
struct PropertyOverride Represents a property change to apply during patching.
struct RangedFloat A float between two values, which can be randomized or fixed.
struct Ray A struct describing an origin and direction
struct Reader Context for reading binary blob data. Wraps ByteStream for allocation-free deserialization.
struct RemovedObject Represents an object that should be removed during patching.
struct Result
struct Result
struct Results
struct ReviewStats
struct Rgba16
struct Rotation Represents a Quaternion rotation. Can be interpreted as a direction unit vector (x,y,z) + rotation around the direction
struct Sample Information about the spline at a specific distance.
struct Scope Defines a scope of text, all using the same style.
struct ScopeSection This exists to allow the creation of performance scopes without
struct ScrapeEffectData
struct SerializationOptionsScope
struct Shadow
struct SizeHandle
struct SkyLightInfo
struct SmoothDamped Everything you need to smooth damp a Vector3. Just call Update every frame.
struct SortOrder Describes a sort order which can be used with the package/find api
struct SoundEvent
struct SpringDamped Everything you need to create a springy Vector3
struct StyleProperty
struct SurfacePrefabCollection Holds a dictionary of common prefabs associated with a surface
struct SurfaceSoundCollection Holds a dictionary of common sounds associated with a surface. This allows you to pick and choose an appropriate sound.
struct TagDefinition
struct TagEntry Represents a tag along with the count of items it contains
struct Target
struct TerrainMaterialInfo Information about terrain materials at a specific position
struct ThumbnailOptions
struct Tooltip A tooltip to show when looking at this pressable
struct Transform A struct containing a position, rotation and scale. This is commonly used in engine to describe entity position, bone po
struct ValidationMessage A message generated when attempting to bind a set of named property values and input types. Becomes a ValidationMessage
struct VariableDescription
struct Vector2 A 2-dimensional vector. Typically represents a position, size, or direction in 2D space.
struct Vector2Int
struct Vector3 A 3-dimentional vector. Typically represents a position, size, or direction in 3D space.
struct Vector3Int
struct Vector4 A 4-dimensional vector/point.
struct Vertex A vertex to update a particle snapshot with.
struct VertexDetail
struct VideoDisplayMode
struct Writer Context for writing binary blob data. Wraps ByteStream for allocation-free serialization.

Enums

Type Name Description
enum AccountTypes The different types of Steam accounts.
enum ActivateMode
enum AnimatorSitPose
enum AnimTagStatus Enumeration that describes how the AnimGraph tag state changed. Used in AnimTagEvent.
enum AttachmentMode
enum AutoScale
enum Axis
enum BevelEdgesMode
enum BillboardAlignment
enum BillboardMode
enum BlendMode Describes how the line should behave when entering/leaving a frame
enum BloomMode
enum BodyGroups
enum BroadcastEventType
enum BuildStep
enum CapStyle
enum ClothingCategory
enum ClothingSource
enum ClutterMode Clutter generation mode.
enum Codec
enum CollisionType
enum ColorSpaceEnum
enum Container
enum ControlPointValueInput
enum CubemapDynamicUpdate
enum CubemapResolution
enum CullMode Cull mode, either inside or outside
enum DenoiseModes
enum DissolveRemoveVertexCondition
enum DockProperty
enum DownsampleMethod Which method to use when downsampling a texture
enum DragDropTarget
enum DragTypes
enum EdgeSmoothMode
enum EntryType
enum EnvmapProbeMode
enum EvaluationType
enum EvaluationType
enum ExposureColorSpaceEnum
enum ExtentType
enum FaceMode
enum FilterMode
enum FilterType
enum Flag Command buffer flags allow us to skip command buffers if the camera doesn't want a particular thing. Like post processi
enum FogInfluence
enum FogLightingMode
enum FogType
enum GameObjectUndoFlags
enum GradingType
enum GridAxis
enum HAlignment Represents the horizontal alignment of the text.
enum HAlignment
enum Hand
enum HandleMode Describes how the line should behave when entering/leaving a frame
enum HandleMode Describes how the spline should behave when entering/leaving a point.
enum HandSources Represents a controller to use when fetching skeletal data (finger curl/splay values)
enum HitboxShape
enum HoldTypes
enum IconModes
enum InsertMode
enum InsideGeometryBehavior Behavior when a probe is detected inside geometry. Relocation moves the probe out of geometry to reduce artifacts, while
enum ItemEdge
enum JointType
enum LightShape
enum LoopMode The different loop modes for sprite animation.
enum ModelSources Represents a controller to use when fetching the model (which device)
enum MotorMode
enum MotorMode
enum MoveStyles
enum NoiseType
enum NotificationLevel
enum OwnerJoinState Used by party members to know when to preload the game package, and when to connect to the party leader's server.
enum ParticleSortMode
enum ParticleSortMode
enum PoseSources Represents tracked devices to use when updating
enum PoseTypes The type of pose to track from the controller
enum PositionMode Dictates where a Popup is positioned.
enum PrimitiveType
enum PrimitiveType
enum ProjectionMode
enum QueuedFileState
enum RangeType Range type of RangedFloat.
enum ReleaseMode
enum Result Result of a collision between two objects.
enum ReviewScore
enum SampleQuality
enum ShadowRenderType
enum SimplifyMethod The method used to simplify a hull.
enum SimulationSpace
enum SittingStyle
enum Slots
enum SortOrder
enum SoundSelectionMode
enum SpecialMoveStyle
enum SpringForceMode
enum Stage A list of stages in the scene tick in which we can hook
enum SyncFlags
enum TextureDimension
enum TextureJustification
enum TileSizeOption Tile size options for streaming mode.
enum TimingMode
enum TonemappingMode Options to select a tonemapping algorithm to use for color grading.
enum TrackingTypes Represents transform values to update
enum TriggerType
enum Type
enum UsageFlags You can combine these e.g UsageFlags.Index | UsageFlags.ByteAddress for a buffer that can be used as an index buffer and
enum VAlignment Represents the vertical alignment of the text.
enum VAlignment
enum ValueType
enum ValueType
enum ViewportAnchorType
enum Visibility This matches ERemoteStoragePublishedFileVisibility in native
enum VolumeTypes

Interfaces

Type Name Description
interface DontExecuteOnServer A component with this interface will not run on dedicated servers.
interface ExecuteInEditor A component with this interface will run in the editor.
interface ICollisionListener A Component with this interface can react to collisions.
interface IColorProvider When applied to a Component, the component will be able to provide the color to use for certain UI editor elements.
interface IDamageable A component that can be damaged by something.
interface IEventListener
interface IEventListener Implement this interface to receive navmesh editor events.
interface IEventListener Callbacks for the asset system. Add this interface to your Widget to get events.
interface IEventListener
interface IEvents Events from the PlayerController
interface IHasBounds A component that has bounds
interface IMaterialSetter
interface INetworkListener A Component with this interface can react to network events.
interface INetworkSnapshot When implemented on a Component or GameObjectSystem it can read and write data to and from a network snapshot.
interface INetworkSpawn A Component with this interface can listen for when a GameObject in its ancestors has been network spawned.
interface INetworkVisible A Component with this interface can determine whether a networked object should be visible for a specific Connection.
interface IParameter
interface IPressable A component that can be pressed. Like a button. This could be by a player USE'ing it, or by a player walking on it, or
interface IRevision
interface ISceneCameraSetup Obsolete 02/10/2025
interface ISceneEdited
interface ISceneEditorSession
interface ISceneStage Called on update start. This is the very first thing called.
interface ISceneUndoScope
interface ISceneView Allows tools to inject behaviour in the scene editor.
interface ITarget The target of a MaterialAccessor. This is the object that will be modified when setting or clearing material overrides.
interface ITemporaryEffect Allows components to indicate their state in a generic way. This is useful if you have a temporary effect system in whic
interface ITintable A Component that lets you change its color.
interface ITraceProvider When implementing an ITraceProvider, the most important thing to keep in mind is that the call to DoTrace should be thre
interface ITriggerListener A Component with this interface can react to interactions with triggers.
interface IVolume