| class | Achievement | |
| class | AchievementCollection | Holds achievements for a package |
| class | ActionGraphExposeWhenCachedAttribute | Don't cache instances of this type when serializing action graph references, force them to be always serialized separate |
| class | ActionGraphIgnoreAttribute | |
| class | ActionGraphIncludeAttribute | |
| class | ActionGraphNodeAttribute | |
| class | ActionGraphOperatorAttribute | Display this node as an operator, with no header or socket labels, and a big icon in the middle. |
| class | ActionGraphPropertyAttribute | In ActionGraph, this parameter should only be configurable in the inspector as a property and not have a dedicated input |
| class | ActionGraphTargetAttribute | |
| class | ActionNodeAttribute | |
| class | AdvancedAttribute | Some properties are not meant for the average user, hide them unless they really want to see them. |
| class | AmbientLight | Adds an ambient light to the scene, applied globally. |
| class | AmbientOcclusion | Adds an approximation of ambient occlusion using Screen Space Ambient Occlusion (SSAO).
It darkens areas where ambient l |
| class | AnimationBuilder | Provides ability to generate animations for a Model at runtime.
See Single) |
| class | AnimationGraph | |
| class | AnimationSequence | |
| class | AnimGraphDirectPlayback | For communicating with a Direct Playback Anim Node, which allows code to tell it to play a given sequence |
| class | Application | |
| class | AssetPathAttribute | When added to a string property, will becomes a selector for AssetTypeExtension |
| class | AssetTypeAttribute | Should be applied to a class that inherits from GameResource.
Makes the class able to be stored as an asset on disk. |
| class | AudioListener | If this exists and is enabled in a scene, then the client will hear from this point rather than
from the cameras point o |
| class | AuthorityAttribute | Marks a method as being an RPC specifically targeted to the owner of the GameObject, or the host
if the GameObject doesn |
| class | AutoGenerateAttribute | Indicates that this type should generate meta data. Tagging your asset with this will
mean that the .asset file is autom |
| class | BallJoint | Fix two objects together but can rotate - like a shoulder. |
| class | BallJointBuilder | Provides ability to generate a ball joint for a Model at runtime. |
| class | BaseChair | |
| class | BaseFileSystem | A filesystem. Could be on disk, or in memory, or in the cloud. Could be writable or read only.
Or it could be an aggrega |
| class | BasePostProcess | The base class for all post process effects. |
| class | BasePostProcess<T> | Like BasePostProcess but enables access to helper methods for accessing from multiple instances using GetWeighted. |
| class | BaseSoundComponent | |
| class | BeamEffect | The BeamEffect component creates a visual beam effect in the scene, simulating a continuous line or laser-like effect.
U |
| class | BitFlagsAttribute | This choices type is bitflags, so we should be able to choose more than one option at a time. |
| class | Bitmap | |
| class | BlitOverlay | Draw a material over the screen |
| class | BlobData | Base class for properties that should be serialized to binary format instead of JSON.
Used for large data structures tha |
| class | Bloom | Applies a bloom effect to the camera |
| class | Blur | Applies a blur effect to the camera. |
| class | BoneCollection | A collection of bones. This could be from a model, or an entity |
| class | BoxCollider | Defines a box collider. |
| class | BroadcastAttribute | Marks a method as being an RPC that when invoked will be called for all connected clients including the host.
The state |
| class | ButtonAttribute | When added to a method - the inspector will show a button for it. |
| class | CachingHandler | |
| class | CameraComponent | Every scene should have at least one Camera. |
| class | CapsuleCollider | Defines a capsule collider. |
| class | CaseInsensitiveConcurrentDictionary<T> | |
| class | CaseInsensitiveDictionary<T> | |
| class | ChangeAttribute | This will invoke a method when the property changes. It can be used with any property but is especially useful
when comb |
| class | CharacterController | Allows collision constrained movement without the need for a rigidbody. This is not affected by forces and will only mov |
| class | ChromaticAberration | Applies a chromatic aberration effect to the camera |
| class | ClientEditableAttribute | Indicates that this propery can be edited by the client, in a game like Sandbox Mode. In reality
this is used however th |
| class | Clothing | Describes an item of clothing and implicitly which other items it can be worn with |
| class | ClothingContainer | Holds a collection of clothing items. Won't let you add items that aren't compatible. |
| class | Cloud | For accessing assets from the cloud - from code |
| class | CodeArchive | |
| class | CodeGeneratorAttribute | An attribute that can be added to a custom Attribute class for special code generation behavior.
They'll then be applied |
| class | Collider | |
| class | CollisionSoundSystem | This system exists to collect pending collision sounds and filter them into a unique set, to avoid
unnesssary sounds pla |
| class | ColorAdjustments | Applies color adjustments to the camera. |
| class | ColorGrading | Applies color grading to the camera |
| class | ColorUsageAttribute | When applied to a Color property, allows you to specify whether the color should have an alpha channel and/or be in HDR. |
| class | CompileGroup | |
| class | Compiler | Given a folder of .cs files, this will produce (and load) an assembly |
| class | CompilerExtensions | |
| class | CompilerOutput | |
| class | Component | A GameObject can have many components, which are the building blocks of the game. |
| class | ComponentList | |
| class | ComputeBuffer<T> | |
| class | ComputeShader | A compute shader is a program that runs on the GPU, often with data provided to/from the CPU by means of a GpuBuffer`1 o |
| class | ConCmdAttribute | |
| class | ConfigData | Project configuration data is derived from this class |
| class | Connection | A connection, usually to a server or a client. |
| class | ConsoleSystem | A library to interact with the Console System. |
| class | ControlJoint | |
| class | ControlModeSettings | |
| class | ConVarAttribute | Console variable |
| class | CookieContainer | |
| class | CubemapFog | Applies a cubemap fog effect to the camera |
| class | CubemapFogController | |
| class | CursorSettings | |
| class | CustomEditorAttribute | |
| class | CustomEmbeddedEditorAttribute | |
| class | DamageInfo | Describes the damage that should be done to something. This is purposefully a class
so it can be derived from, allowing |
| class | DebugOverlaySystem | |
| class | Decal | The Decal component projects textures onto model's opaque or transparent surfaces.
They inherit and modify the PBR prope |
| class | DecalDefinition | A decal which can be applied to objects and surfaces. |
| class | DecalGameSystem | |
| class | DecalRenderer | Component that creates a projected decal relative to its GameObject. |
| class | DepthOfField | Applies a depth of field effect to the camera |
| class | DirectionalLight | A directional light that casts shadows, like the sun. |
| class | Dresser | Allows easily dressing a citizen or human in clothing |
| class | DspVolume | |
| class | EditorHandleAttribute | When applied to a component, the editor will draw a selectable handle sprite for the gameobject in scene |
| class | EditorSystemPublic | |
| class | EnumButtonGroupAttribute | Forces an enum property to be shown as a group of buttons. |
| class | EnumDescription | |
| class | EnvmapProbe | A cubemap probe that captures the environment around it. |
| class | EventAttribute | A generic event listener. You are probably looking for Sandbox.Event.* attributes. |
| class | ExpressionNodeAttribute | |
| class | FeatureAttribute | Sets the category or the group of a type or a type member.
This info can then be retrieved via DisplayInfo library. |
| class | FeatureEnabledAttribute | Mark a boolean property as a feature toggle |
| class | FGDTypeAttribute | Overrides the auto generated FGD type. |
| class | FieldDescription | Describes a field. We use this class to wrap and return FieldInfo's that are safe to interact with.
Returne |
| class | FilePathAttribute | When added to a string property, will become a file picker for the given extension (or all by default) |
| class | FileSystem | A filesystem that can be accessed by the game. |
| class | FileWatch | Watch folders, dispatch events on changed files |
| class | FilmGrain | Applies a film grain effect to the camera |
| class | FireDamage | Applies fire damage to any IDamageable in our Root object.
Damage is tagged "fire" and "burn" |
| class | FixedJoint | Weld two physics objects together |
| class | FixedJointBuilder | Provides ability to generate a fixed joint for a Model at runtime. |
| class | FontNameAttribute | When applied to a string property, uses a font name selector. |
| class | Game | Provides global access to core game state, utilities, and operations for S&box.
The Game class exposes static prope |
| class | GameObject | An object in the scene. Functionality is added using Components. A GameObject has a transform, which explains its positi |
| class | GameObjectDirectory | New GameObjects and Components are registered with this class when they're created, and
unregistered when they're remov |
| class | GameObjectSystem | 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> | A syntax sugar wrapper around GameObjectSystem, which allows you to access your system using
SystemName.Current instead |
| class | GameResource | Assets defined in C# and created through tools.
You can define your own Custom Asset Types. |
| class | GameResourceAttribute | |
| class | GameTags | Entity Tags are strings you can set and check for on any entity. Internally
these strings are tokenized and networked so |
| class | GameTask | A generic TaskSource. |
| class | GameTransform | |
| class | Gib | A gib is a prop that is treated slightly different. It will fade out after a certain amount of time. |
| class | Gizmo | |
| class | Global | Utility info for tools usage. |
| class | GpuBuffer | A GPU data buffer intended for use with a ComputeShader.
You can read and write arbitrary data to and from the CPU and |
| class | GpuBuffer<T> | A typed GpuBuffer |
| class | GradientFog | Adds a gradient fog to the world |
| class | Graphics | Used to render to the screen using your Graphics Card, or whatever you
kids are using in your crazy future computers. Wh |
| class | HammerMesh | Added automatically by Hammer to GameObjects that have a map mesh tied to them.
When a map is compiled the Model propert |
| class | HapticEffect | Contains a haptic effect, which consists of patterns for the controller and triggers. |
| class | HapticPattern | Contains a haptic pattern, which consists of frequency and amplitude values that can change over time. |
| class | HasImplementationAttribute | In ActionGraph, this type parameter can only be satisfied by a type TArg, such
that there exists at least one non-abstra |
| class | HeaderAttribute | Add a header above this property |
| class | HelpUrlAttribute | Add a link to some documentation for this component, or |
| class | HideAttribute | Hide this in tools/editors. |
| class | Highlight | This should be added to a camera that you want to outline stuff |
| class | HighlightOutline | This component should be added to stuff you want to be outlined. You will also need to
add the Highlight component to t |
| class | HingeJoint | Create a hinged connection between two physics objects. Like a door hinge or a wheel. |
| class | HingeJointBuilder | Provides ability to generate a hinge joint for a Model at runtime. |
| class | Hitbox | |
| class | HitboxSet | A set of hitboxes on a model. Hitboxes can be boxes, spheres or capsules. |
| class | HostSyncAttribute | Automatically synchronize a property of a networked object from the host to other clients.
Obsolete: 11/12/2024 |
| class | Http | Lets your game make async HTTP requests. |
| class | HullCollider | Defines a box, cone, or cylinder hull collider. |
| class | IconNameAttribute | When applied to a string property, uses a Material Icon selector. |
| class | ImageAssetPathAttribute | When added to a string property, will become an image string selector |
| class | ImpureAttribute | |
| class | IndirectLightVolume | Dynamic Diffuse Global Illumination volume that provides indirect lighting using a 3D probe grid.
Probes store irradianc |
| class | InfoBoxAttribute | Draw a box with information above this property |
| class | InlineEditorAttribute | Tell the editor to try to display inline editing for this property, rather than hiding it behind a popup etc. |
| class | Input | Allows querying of player button presses and other inputs. |
| class | InputAction | An input action defined by a game project. |
| class | InputActionAttribute | When applied to a string property, use an input action selector. |
| class | InputAttribute | Makes this method available as a Map Logic Input, for use in the Hammer Editor. This is only applicable to entities. |
| class | InputSettings | A class that holds all configured input settings for a game.
This is serialized as a config and shared from the server t |
| class | InspectorVisibilityAttribute | Hide a property if a condition matches. |
| class | ITagSet | |
| class | Joint | |
| class | Json | A convenience JSON helper that handles Resource types for you. |
| class | JsonUpgraderAttribute | An attribute that describes a version update for a JSON object. |
| class | KeyPropertyAttribute | Mark this property as the key property - which means that it can represent the whole object in a single line, while
usua |
| class | KeyStore | Allows storing files by hashed keys, rather than by actual filename. This is sometimes useful. |
| class | Language | Allows access to translated phrases, allowing the translation of gamemodes etc |
| class | LanguageContainer | A container for the current language, allowing access to translated phrases and language information. |
| class | LaunchArguments | These are arguments that were set when launching the current game.
This is used to pre-configure the game from the menu |
| class | LegacyParticleSystem | Support's Source Engine's vpcf particles |
| class | LibraryAttribute | |
| class | Light | |
| class | LineRenderer | Renders a line between a list of points |
| class | LipSync | Drive morphs with lipsync from sounds. |
| class | LoadingContext | |
| class | LoadingScreen | Holds metadata and raw data relating to a Saved Game. |
| class | MainThread | Utility functions that revolve around the main thread |
| class | MakeDirtyAttribute | |
| class | ManifestSchema | An addon's manifest, describing what files are available |
| class | ManualHitbox | A hitbox that can be placed manually on a GameObject, instead of coming from a model |
| class | Map | |
| class | MapAssetPathAttribute | When added to a string property, will become a map string selector |
| class | MapCollider | |
| class | MapInstance | Allows you to load a map into the Scene. This can be either a vpk or a scene map. |
| class | MapLoader | |
| class | MapObjectComponent | |
| class | MapSkybox3D | |
| class | Material | A material. Uses several Textures and a Shader with specific settings for more interesting visual effects. |
| class | MaterialGroupBuilder | |
| class | MathX | A class to add functionality to the math library that System.Math and System.MathF don't provide.
A lot of these methods |
| class | MemberDescription | Wraps MemberInfo but with caching and sandboxing.
Returned by TypeLibrary and TypeDescription. |
| class | Mesh | A mesh is a basic version of a Model,
containing a set of vertices and indices which make up faces that make up a shape. |
| class | MeshComponent | An editable polygon mesh with collision |
| class | Metadata | A simple class for storing and retrieving metadata values. |
| class | MethodArgumentsAttribute | Specify the types of arguments a method should have. Typically used with event attributes to throw an exception
if an ev |
| class | MethodBodyChangeAttribute | |
| class | MethodDescription | Describes a method. We use this class to wrap and return MethodInfo's that are safe to interact with.
Retur |
| class | MissingComponent | This is added when a component is missing. It will store the json data of the missing component, so we don't lose any da |
| class | Model | A model. |
| class | ModelAttachments | |
| class | ModelBuilder | Provides ability to generate Models at runtime.
A static instance of this class is available at Builder |
| class | ModelCollider | Defines a collider based on a model. |
| class | ModelHitboxes | Hitboxes from a model |
| class | ModelMorphs | Allows fast lookups of morph variables |
| class | ModelParts | |
| class | ModelPhysics | Physics for a model. This is primarily used for ragdolls and other physics driven models, otherwise you should be using |
| class | ModelRenderer | Renders a model in the world |
| class | MorphCollection | Used to access and manipulate morphs. |
| class | MotionBlur | Applies a motion blur effect to the camera |
| class | Mouse | Gives access to mouse position etc |
| class | MultiSerializedObject | An object (or data) that can be accessed as an object |
| class | MusicPlayer | Enables music playback. Use this for music, not for playing game sounds. |
| class | NavMeshAgent | An agent that can navigate the navmesh defined in the scene. |
| class | NavMeshArea | An area that influences the NavMesh generation.
Areas can be used to block off parts of the NavMesh.
Static areas have a |
| class | NavMeshLink | NavigationLinks connect navigation mesh polygons for pathfinding and enable shortcuts like ladders, jumps, or teleports. |
| class | NetDictionary<TKey,TValue> | A networkable dictionary for use with the SyncAttribute and HostSyncAttribute. Only changes will be
networked instead of |
| class | NetList<T> | A networkable list for use with the SyncAttribute and HostSyncAttribute. Only changes will be
networked instead of sendi |
| class | NetworkHelper | Creates a networked game lobby and assigns player prefabs to connected clients. |
| class | Networking | Global manager to hold and tick the singleton instance of NetworkSystem. |
| class | NetworkingSettings | A class that holds all configured networking settings for a game.
This is serialized as a config and shared from the ser |
| class | NormalAttribute | When applied to a Vector property, provides normal selection tools. |
| class | Package | Represents an asset on Asset Party. |
| class | PanelComponent | |
| class | Particle | |
| class | ParticleAttractor | Attract particles to a GameObject in the scene |
| class | ParticleBoxEmitter | Emits particles within a box shape. |
| class | ParticleConeEmitter | Emits particles within/along a cone shape. |
| class | ParticleController | Particles can have extra controllers that can modify the particles every frame. |
| class | ParticleEffect | Defines and holds particles. This is the core of the particle system. |
| class | ParticleEmitter | Creates particles. Should be attached to a ParticleEffect. |
| class | ParticleLightRenderer | Adds lighting to particles in your effect. |
| class | ParticleModelEmitter | Emits particles in a model |
| class | ParticleModelRenderer | Renders particles as models, using the particle's position, rotation, and size. |
| class | ParticleRenderer | Renders a set of particles. Should be attached to a ParticleEffect. |
| class | ParticleRingEmitter | 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 | A particle snapshot that can be created procedurally.
Contains a set of vertices that particle effects can address. |
| class | ParticleSphereEmitter | Emits particles within a sphere shape. |
| class | ParticleSpriteRenderer | Renders particles as 2D sprites - can be static or animated |
| class | ParticleSystem | A particle effect system that allows for complex visual effects, such as
explosions, muzzle flashes, impact effects, etc |
| class | ParticleTextRenderer | Renders particles as 2D sprites |
| class | ParticleTrailRenderer | Renders a trail for each particle in the effect. |
| class | PartyRoom | A Party. A Party with your friends. |
| class | PhysicsBody | Represents a physics object. An entity can have multiple physics objects. See PhysicsGroup.
A physics objects consists o |
| class | PhysicsBodyBuilder | Provides ability to generate a physics body for a Model at runtime.
See String) |
| class | PhysicsFilter | |
| class | PhysicsGroup | Represents a set of PhysicsBody objects. Think ragdoll. |
| class | PhysicsGroupDescription | |
| class | PhysicsJointBuilder | Provides ability to generate a physics joint for a Model at runtime. |
| class | PhysicsJointBuilderExtensions | |
| class | PhysicsShape | Represents a basic, convex shape. A PhysicsBody consists of one or more of these. |
| class | PhysicsWorld | A world in which physics objects exist. You can create your own world but you really don't need to. A world for the map |
| class | Pixelate | Applies a pixelate effect to the camera |
| class | PlaneCollider | Defines a plane collider. |
| class | PlayerController | |
| class | PointLight | Emits light in all directions from a point in space. |
| class | PolygonMesh | An editable mesh made up of polygons, triangulated into a model |
| class | PostProcess | Adds an effect to the camera |
| class | PostProcessSystem | Manages post-processing effects for cameras and volumes within a scene, handling their application during rendering
and |
| class | PostProcessVolume | A volume that defines a region in the scene where post processing effects will be applied. |
| class | PrefabFile | A GameObject which is saved to a file. |
| class | PrefabScene | |
| class | PrefabVariable | A prefab variable definition |
| class | Preferences | Holds information about the current user's preferences. |
| class | Project | Represents an on-disk project. |
| class | ProjectSettings | |
| class | Prop | A prop is defined by its model. The model can define its health and what happens when it breaks.
This component is desig |
| class | PropertyAccessorBodyChangeAttribute | |
| class | PropertyAttribute | |
| class | PropertyDescription | Describes a property. We use this class to wrap and return PropertyInfo's that are safe to interact with.
R |
| class | PureAttribute | |
| class | RadiusDamage | Applies damage in a radius, with physics force, and optional occlusion |
| class | RangeAttribute | Mark this property as a ranged float/int. In inspector we'll be able to create a slider
instead of a text entry. |
| class | RayTracingAccelerationStructure | Represents a ray tracing acceleration structure that contains geometry for efficient ray intersection testing.
This is u |
| class | ReadOnlyAttribute | Display this in the inspector - but don't let anyone edit it |
| class | RealTime | Access to time. |
| class | RenderAttributes | RenderAttributes are a set of values that are passed to the renderer.
They can be a variety of primitive types, textures |
| class | Renderer | |
| class | RenderOptions | |
| class | RenderTarget | Essentially wraps a couple of textures that we're going to render to. The color texture and the depth texture. |
| class | RenderTextureAsset | Asset that owns a GPU render target texture which can be shared across runtime systems. |
| class | RequireComponentAttribute | When added to a property on a Component, we'll try to make that component value non null.
We will first look on the Game |
| class | Resource | A resource loaded in the engine, such as a Model or Material. |
| class | ResourceExtension<T,TSelf> | An extension of ResourceExtension[t], this gives special helper methods for retrieving resources targetting
specific ass |
| class | ResourceExtension<T> | A GameResource type that adds extended properties to another resource type. You should prefer to use
the type with to ge |
| class | ResourceLibrary | Keeps a library of all available Resource. |
| class | ResourcePublishContext | Created by the editor when publishing a resource, passed into Resource.ConfigurePublishing. This allows
the resource to |
| class | ResourceSystem | |
| class | ResourceTypeAttribute | Allows you to specify a string property as a resource type. This will
give the property a resource finder. Type should b |
| class | Rigidbody | Adds physics properties to an object. Requires a collider to be attached to the same object. |
| class | Rpc | |
| class | RpcAttribute | Marks a method as being an RPC. This means that it can be called over the network. |
| class | SandboxBaseExtensions | Extensions for Surfaces |
| class | SandboxGameExtensions | |
| class | SandboxSystemExtensions | |
| class | SandboxToolExtensions | |
| class | Scene | |
| class | SceneAnimationSystem | |
| class | SceneCamera | Represents a camera and holds render hooks. This camera can be used to draw tool windows and scene panels. |
| class | SceneCubemap | |
| class | SceneCullingBox | A box which can be used to explicitly control scene visibility.
There are two modes:
1. Cull inside, hide any objects f |
| class | SceneCustomObject | A scene object that allows custom rendering within a scene world. |
| class | SceneDirectionalLight | A directional scene light that is used to mimic sun light in a SceneWorld.
Direction is controlled by this object's Rota |
| class | SceneDynamicObject | |
| class | SceneExtensions | |
| class | SceneFile | A scene file contains a collection of GameObject with Components and their properties. |
| class | SceneFogVolume | Represents a volume of fog in a scene, contributing to volumetric fog effects set on VolumetricFog. |
| class | SceneInformation | |
| class | SceneLight | Base class for light scene objects for use with a SceneWorld. |
| class | SceneLineObject | A scene object which is used to draw lines |
| class | SceneLoadOptions | |
| class | SceneMap | Map geometry that can be rendered within a SceneWorld. |
| class | SceneMapLoader | |
| class | SceneModel | A model scene object that supports animations and can be rendered within a SceneWorld. |
| class | SceneNetworkSystem | This is created and referenced by the network system, as a way to route. |
| class | SceneObject | A model scene object that can be rendered within a SceneWorld. |
| class | SceneParticles | A SceneObject used to render particles.
We need to be careful with what we do here, because this object is created for i |
| class | ScenePointLight | A point light scene object for use in a SceneWorld. |
| class | SceneSkyBox | Renders a skybox within a SceneWorld. |
| class | SceneSpotLight | A simple spot light scene object for use in a SceneWorld. |
| class | SceneSpriteSystem | |
| class | SceneUtility | |
| class | SceneWorld | A scene world that contains SceneObjects. See Utility.CreateSceneWorld.
You may also want a SceneCamera to |
| class | Screen | Access screen dimension etc. |
| class | ScreenPanel | Renders any attached PanelComponents to the screen. Acts as the root for all your UI components. |
| class | ScreenSpaceReflections | |
| class | SelectionBaseAttribute | Apply this attribute to a component class to mark its GameObject as a selection base for Scene View picking.
For example |
| class | SelectionSystem | An ordered collection of unique objects with add/remove callbacks.
Maintains insertion order and provides change notific |
| class | SerializedCollection | |
| class | SerializedObject | An object (or data) that can be accessed as an object |
| class | SerializedProperty | |
| class | Shader | A shader is a specialized and complex computer program that use
world geometry, materials and textures to render graphic |
| class | Sharpen | Applies a sharpen effect to the camera |
| class | SingleActionAttribute | Force a delegate-type property to only have a single attached Action Graph. |
| class | SkinnedModelRenderer | Renders a skinned model in the world. A skinned model is any model with bones/animations. |
| class | SkipHotloadAttribute | Skip processing a specific field, or any fields in a type marked by this attribute. Field
processing will still occur if |
| class | SkyBox2D | Adds a 2D skybox to the world |
| class | SliderJoint | Restrict an object to one axis, relative to another object. Like a drawer opening. |
| class | SliderJointBuilder | Provides ability to generate a slider joint for a Model at runtime. |
| class | Sound | Single source for creating sounds |
| class | SoundBoxComponent | Plays a sound within a box. |
| class | SoundEvent | A sound event. It can play a set of random sounds with optionally random settings such as volume and pitch. |
| class | SoundFile | A sound resource. |
| class | SoundHandle | A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc. |
| class | SoundPointComponent | Plays a sound at a point in the world. |
| class | Soundscape | A soundscape is used for environmental ambiance of a map by playing a set of random sounds at given intervals. |
| class | SoundscapeTrigger | Plays a soundscape when the listener enters the trigger area. |
| class | SoundStream | |
| class | SpaceAttribute | Add a space above this property |
| class | SpawnPoint | Dictates where players will spawn when they join the game when using a NetworkHelper. |
| class | SphereCollider | Defines a sphere collider. |
| class | Spline | Collection of curves in 3D space.
Shape and behavior of the curves are controled through points Point, each with customi |
| class | SpotLight | Emits light in a specific direction in a cone shape. |
| class | SpringJoint | Try to keep an object a set distance away from another object. Like a spring connecting two objects. |
| class | Sprite | Represents a sprite resource that can be static or animated. Sprites are rendererd using the SpriteRenderer component. |
| class | SpriteRenderer | Renders a sprite in the world |
| class | Standalone | |
| class | StandaloneManifest | |
| class | StepAttribute | Mark this property as a stepped value, where the value can only be set to multiples of the step value. |
| class | Storage | |
| class | Streamer | |
| class | StringLiteralOnlyAttribute | Ask codegen to shit itself if the parameter isn't passed in as a string literal |
| class | SupportsILHotloadAttribute | |
| class | SuppressNullKeyWarningAttribute | When applied to a member with Dictionary`2 or HashSet`1 type,
don't warn if the key of an item becomes null during a hot |
| class | Surface | A physics surface. This is applied to each PhysicsShape and controls its physical properties and physics related sounds. |
| class | SyncAttribute | Automatically synchronize a property of a networked object from the owner to other clients. |
| class | SystemsConfig | Configuration for GameObjectSystem properties at a project level.
Specific scenes may override this as well - but will |
| class | TagSet | |
| class | TargetTypeAttribute | When applied to a Type property, allows you to specify a Type that the property's value must derive from. |
| class | Terrain | Terrain renders heightmap based terrain. |
| class | TerrainMaterial | Description of a Terrain Material. |
| class | TerrainStorage | Stores heightmaps, control maps and materials. |
| class | TextAreaAttribute | When applied to a string property, show a multi-line text box instead of a single line. |
| class | TextRenderer | Renders text in the world |
| class | TextRendering | |
| class | Texture | A texture is an image used in rendering. Can be a static texture loaded from disk, or a dynamic texture rendered to by c |
| class | TextureImagePathAttribute | When added to a string property, will allow selection of anything that a Texture can be |
| class | ThreadSafe | Provides utilities for working with threads, particularly for identifying
and asserting code is running on the main thre |
| class | Time | |
| class | TintAttribute | |
| class | Tonemapping | Applies a tonemapping effect to the camera. |
| class | TrailRenderer | Renders a trail behind the object, when it moves. |
| class | TransformProxy | |
| class | TransformProxyComponent | Help to implement a component that completely overrides the transform. This is useful for scenarios
where you will want |
| class | TriggerHurt | Deals damage to objects inside |
| class | TypeDescription | Describes a type. We use this class to wrap and return System.Type's that are safe to interact with.
Return |
| class | VerletRope | Verlet integration-based rope physics simulation component. |
| class | VertexBuffer | |
| class | VertexLayout | Allows for the definition of custom vertex layouts |
| class | VideoPlayer | Enables video playback and access to the video texture and audio. |
| class | VideoWriter | Allows the creation of video content by encoding a sequence of frames. |
| class | Vignette | Applies a vignette to the camera |
| class | Voice | Records and transmits voice/microphone input to other players. |
| class | VolumetricFogController | Internal component for storing the baked fog texture
We don't need to expose the volumetric fog controller like we did p |
| class | VolumetricFogParameters | |
| class | VolumetricFogVolume | Adds a volumetric fog volume to the scene. |
| class | WebSocket | A WebSocket client for connecting to external services. |
| class | WebSurface | Enables rendering and interacting with a webpage |
| class | WheelJoint | The wheel joint can be used to simulate wheels on vehicles.
The wheel joint restricts body B to move along a local axis |
| class | WideModeAttribute | Expand the value editor to fill the next line in the inspector, leaving the title above it |
| class | WorldInput | A router for world input, the best place to put this is on your player's camera.
Uses cursor ray when mouse is active, o |
| class | WorldPanel | Renders any attached PanelComponents to the world in 3D space. |