├── .gitattributes
├── .gitignore
├── Application
├── FireSpreadSim.exe
├── FireSpreadSim_Data
│ ├── GI
│ │ └── level0
│ │ │ └── 9e
│ │ │ ├── 9e0acf80f8620b1c478209ce81e8a31a.caw
│ │ │ ├── 9e0acf80f8620b1c478209ce81e8a31a.ecm
│ │ │ ├── 9e0acf80f8620b1c478209ce81e8a31a.iws.sse
│ │ │ ├── 9e0acf80f8620b1c478209ce81e8a31a.rgb
│ │ │ ├── 9e0acf80f8620b1c478209ce81e8a31a.rsc.sse
│ │ │ └── 9e0acf80f8620b1c478209ce81e8a31a.vis
│ ├── Managed
│ │ ├── Assembly-CSharp.dll
│ │ ├── Mono.Security.dll
│ │ ├── System.Core.dll
│ │ ├── System.dll
│ │ ├── UnityEngine.AIModule.dll
│ │ ├── UnityEngine.AIModule.xml
│ │ ├── UnityEngine.ARModule.dll
│ │ ├── UnityEngine.ARModule.xml
│ │ ├── UnityEngine.AccessibilityModule.dll
│ │ ├── UnityEngine.AccessibilityModule.xml
│ │ ├── UnityEngine.AnimationModule.dll
│ │ ├── UnityEngine.AnimationModule.xml
│ │ ├── UnityEngine.AssetBundleModule.dll
│ │ ├── UnityEngine.AssetBundleModule.xml
│ │ ├── UnityEngine.AudioModule.dll
│ │ ├── UnityEngine.AudioModule.xml
│ │ ├── UnityEngine.ClothModule.dll
│ │ ├── UnityEngine.ClothModule.xml
│ │ ├── UnityEngine.ClusterInputModule.dll
│ │ ├── UnityEngine.ClusterInputModule.xml
│ │ ├── UnityEngine.ClusterRendererModule.dll
│ │ ├── UnityEngine.ClusterRendererModule.xml
│ │ ├── UnityEngine.CoreModule.dll
│ │ ├── UnityEngine.CoreModule.xml
│ │ ├── UnityEngine.CrashReportingModule.dll
│ │ ├── UnityEngine.CrashReportingModule.xml
│ │ ├── UnityEngine.DirectorModule.dll
│ │ ├── UnityEngine.DirectorModule.xml
│ │ ├── UnityEngine.GameCenterModule.dll
│ │ ├── UnityEngine.GameCenterModule.xml
│ │ ├── UnityEngine.GridModule.dll
│ │ ├── UnityEngine.GridModule.xml
│ │ ├── UnityEngine.IMGUIModule.dll
│ │ ├── UnityEngine.IMGUIModule.xml
│ │ ├── UnityEngine.ImageConversionModule.dll
│ │ ├── UnityEngine.ImageConversionModule.xml
│ │ ├── UnityEngine.InputModule.dll
│ │ ├── UnityEngine.InputModule.xml
│ │ ├── UnityEngine.JSONSerializeModule.dll
│ │ ├── UnityEngine.JSONSerializeModule.xml
│ │ ├── UnityEngine.Networking.dll
│ │ ├── UnityEngine.ParticleSystemModule.dll
│ │ ├── UnityEngine.ParticleSystemModule.xml
│ │ ├── UnityEngine.ParticlesLegacyModule.dll
│ │ ├── UnityEngine.ParticlesLegacyModule.xml
│ │ ├── UnityEngine.PerformanceReportingModule.dll
│ │ ├── UnityEngine.PerformanceReportingModule.xml
│ │ ├── UnityEngine.Physics2DModule.dll
│ │ ├── UnityEngine.Physics2DModule.xml
│ │ ├── UnityEngine.PhysicsModule.dll
│ │ ├── UnityEngine.PhysicsModule.xml
│ │ ├── UnityEngine.ScreenCaptureModule.dll
│ │ ├── UnityEngine.ScreenCaptureModule.xml
│ │ ├── UnityEngine.SharedInternalsModule.dll
│ │ ├── UnityEngine.SharedInternalsModule.xml
│ │ ├── UnityEngine.SpatialTracking.dll
│ │ ├── UnityEngine.SpriteMaskModule.dll
│ │ ├── UnityEngine.SpriteMaskModule.xml
│ │ ├── UnityEngine.SpriteShapeModule.dll
│ │ ├── UnityEngine.SpriteShapeModule.xml
│ │ ├── UnityEngine.StandardEvents.dll
│ │ ├── UnityEngine.StyleSheetsModule.dll
│ │ ├── UnityEngine.StyleSheetsModule.xml
│ │ ├── UnityEngine.TerrainModule.dll
│ │ ├── UnityEngine.TerrainModule.xml
│ │ ├── UnityEngine.TerrainPhysicsModule.dll
│ │ ├── UnityEngine.TerrainPhysicsModule.xml
│ │ ├── UnityEngine.TextRenderingModule.dll
│ │ ├── UnityEngine.TextRenderingModule.xml
│ │ ├── UnityEngine.TilemapModule.dll
│ │ ├── UnityEngine.TilemapModule.xml
│ │ ├── UnityEngine.Timeline.dll
│ │ ├── UnityEngine.UI.dll
│ │ ├── UnityEngine.UIElementsModule.dll
│ │ ├── UnityEngine.UIElementsModule.xml
│ │ ├── UnityEngine.UIModule.dll
│ │ ├── UnityEngine.UIModule.xml
│ │ ├── UnityEngine.UNETModule.dll
│ │ ├── UnityEngine.UNETModule.xml
│ │ ├── UnityEngine.UnityAnalyticsModule.dll
│ │ ├── UnityEngine.UnityAnalyticsModule.xml
│ │ ├── UnityEngine.UnityConnectModule.dll
│ │ ├── UnityEngine.UnityConnectModule.xml
│ │ ├── UnityEngine.UnityWebRequestAudioModule.dll
│ │ ├── UnityEngine.UnityWebRequestAudioModule.xml
│ │ ├── UnityEngine.UnityWebRequestModule.dll
│ │ ├── UnityEngine.UnityWebRequestModule.xml
│ │ ├── UnityEngine.UnityWebRequestTextureModule.dll
│ │ ├── UnityEngine.UnityWebRequestTextureModule.xml
│ │ ├── UnityEngine.UnityWebRequestWWWModule.dll
│ │ ├── UnityEngine.UnityWebRequestWWWModule.xml
│ │ ├── UnityEngine.VRModule.dll
│ │ ├── UnityEngine.VRModule.xml
│ │ ├── UnityEngine.VehiclesModule.dll
│ │ ├── UnityEngine.VehiclesModule.xml
│ │ ├── UnityEngine.VideoModule.dll
│ │ ├── UnityEngine.VideoModule.xml
│ │ ├── UnityEngine.WebModule.dll
│ │ ├── UnityEngine.WebModule.xml
│ │ ├── UnityEngine.WindModule.dll
│ │ ├── UnityEngine.WindModule.xml
│ │ ├── UnityEngine.dll
│ │ └── mscorlib.dll
│ ├── Mono
│ │ ├── EmbedRuntime
│ │ │ ├── MonoPosixHelper.dll
│ │ │ └── mono.dll
│ │ └── etc
│ │ │ └── mono
│ │ │ ├── 1.0
│ │ │ ├── DefaultWsdlHelpGenerator.aspx
│ │ │ └── machine.config
│ │ │ ├── 2.0
│ │ │ ├── Browsers
│ │ │ │ └── Compat.browser
│ │ │ ├── DefaultWsdlHelpGenerator.aspx
│ │ │ ├── machine.config
│ │ │ ├── settings.map
│ │ │ └── web.config
│ │ │ ├── browscap.ini
│ │ │ ├── config
│ │ │ └── mconfig
│ │ │ └── config.xml
│ ├── Resources
│ │ ├── unity default resources
│ │ └── unity_builtin_extra
│ ├── app.info
│ ├── boot.config
│ ├── globalgamemanagers
│ ├── globalgamemanagers.assets
│ ├── level0
│ ├── level0.resS
│ ├── sharedassets0.assets
│ └── sharedassets0.assets.resS
├── UnityPlayer.dll
└── web
│ ├── Build
│ ├── UnityLoader.js
│ ├── web.asm.code.unityweb
│ ├── web.asm.framework.unityweb
│ ├── web.asm.memory.unityweb
│ ├── web.data.unityweb
│ └── web.json
│ ├── TemplateData
│ ├── UnityProgress.js
│ ├── favicon.ico
│ ├── fullscreen.png
│ ├── progressEmpty.Dark.png
│ ├── progressEmpty.Light.png
│ ├── progressFull.Dark.png
│ ├── progressFull.Light.png
│ ├── progressLogo.Dark.png
│ ├── progressLogo.Light.png
│ ├── style.css
│ └── webgl-logo.png
│ ├── fireSpread.zip
│ └── index.html
├── Assets
├── Materials
│ ├── 152038813057588495.mat
│ ├── Grass.mat
│ ├── arrowTexture 1.mat
│ ├── arrowTexture 2.mat
│ ├── arrowTexture 3.mat
│ ├── arrowTexture 4.mat
│ ├── arrowTexture 5.mat
│ ├── arrowTexture 6.mat
│ ├── arrowTexture.mat
│ └── grassTexture.mat
├── Meshes
│ └── New Terrain.asset
├── Prefabs
│ ├── GameManager.prefab
│ ├── Plant.prefab
│ └── PlantFactory.prefab
├── Scenes
│ └── FireSpreadDemoScene.unity
├── Scripts
│ ├── FireSpreadGameManager.cs
│ ├── FireSpreadGameManager.cs.meta
│ ├── InteractionMode.cs
│ ├── InteractionMode.cs.meta
│ ├── ModeLabelUpdater.cs
│ ├── ModeLabelUpdater.cs.meta
│ ├── MouseInteractionManager.cs
│ ├── MouseInteractionManager.cs.meta
│ ├── Plant.cs
│ ├── Plant.cs.meta
│ ├── PlantFactory.cs
│ ├── PlantFactory.cs.meta
│ ├── PlantStatus.cs
│ ├── PlantStatus.cs.meta
│ ├── PlayPauseButtonUpdate.cs
│ ├── PlayPauseButtonUpdate.cs.meta
│ ├── WindRotationScript.cs
│ └── WindRotationScript.cs.meta
└── Textures
│ ├── arrowTexture.png
│ └── grassTexture.png
└── README.md
/.gitattributes:
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1 | # Auto detect text files and perform LF normalization
2 | * text=auto
3 |
--------------------------------------------------------------------------------
/.gitignore:
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1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 |
8 | # Visual Studio 2015 cache directory
9 | /.vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 |
26 | # Unity3D generated meta files
27 | *.pidb.meta
28 |
29 | # Unity3D Generated File On Crash Reports
30 | sysinfo.txt
31 |
32 | # Builds
33 | *.apk
34 | *.unitypackage
35 | Assets/Materials.meta
36 |
37 | Packages/manifest.json
38 | ProjectSettings/AudioManager.asset
39 | ProjectSettings/ClusterInputManager.asset
40 | ProjectSettings/DynamicsManager.asset
41 | ProjectSettings/EditorBuildSettings.asset
42 | ProjectSettings/EditorSettings.asset
43 | ProjectSettings/GraphicsSettings.asset
44 | ProjectSettings/InputManager.asset
45 | ProjectSettings/NavMeshAreas.asset
46 | ProjectSettings/NetworkManager.asset
47 | ProjectSettings/Physics2DSettings.asset
48 | ProjectSettings/PresetManager.asset
49 | ProjectSettings/ProjectSettings.asset
50 | ProjectSettings/ProjectVersion.txt
51 | ProjectSettings/QualitySettings.asset
52 | ProjectSettings/TagManager.asset
53 | ProjectSettings/TimeManager.asset
54 | ProjectSettings/UnityConnectSettings.asset
55 | .vscode/settings.json
56 | *.meta
57 |
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/Application/FireSpreadSim_Data/Managed/UnityEngine.ARModule.dll:
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/Application/FireSpreadSim_Data/Managed/UnityEngine.ARModule.xml:
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1 |
2 |
3 |
4 |
5 | UnityEngine.ARModule
6 |
7 |
8 |
9 | Class used to override a camera's default background rendering path to instead render a given Texture and/or Material. This will typically be used with images from the color camera for rendering the AR background on mobile devices.
10 |
11 |
12 |
13 |
14 | The Material used for AR rendering.
15 |
16 |
17 |
18 |
19 | Called when any of the public properties of this class have been changed.
20 |
21 |
22 |
23 |
24 |
25 | An optional Texture used for AR rendering. If this property is not set then the texture set in XR.ARBackgroundRenderer._backgroundMaterial as "_MainTex" is used.
26 |
27 |
28 |
29 |
30 | An optional Camera whose background rendering will be overridden by this class. If this property is not set then the main Camera in the scene is used.
31 |
32 |
33 |
34 |
35 | When set to XR.ARRenderMode.StandardBackground (default) the camera is not overridden to display the background image. Setting this property to XR.ARRenderMode.MaterialAsBackground will render the texture specified by XR.ARBackgroundRenderer._backgroundMaterial and or XR.ARBackgroundRenderer._backgroundTexture as the background.
36 |
37 |
38 |
39 |
40 | Disables AR background rendering. This method is called internally but can be overridden by users who wish to subclass XR.ARBackgroundRenderer to customize handling of AR background rendering.
41 |
42 |
43 |
44 |
45 | Enumeration describing the AR rendering mode used with XR.ARBackgroundRenderer.
46 |
47 |
48 |
49 |
50 | The material associated with XR.ARBackgroundRenderer is being rendered as the background.
51 |
52 |
53 |
54 |
55 | The standard background is rendered. (Skybox, Solid Color, etc.)
56 |
57 |
58 |
59 |
60 |
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/Application/FireSpreadSim_Data/Managed/UnityEngine.AccessibilityModule.xml:
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1 |
2 |
3 |
4 |
5 | UnityEngine.AccessibilityModule
6 |
7 |
8 |
9 | A class containing methods to assist with accessibility for users with different vision capabilities.
10 |
11 |
12 |
13 |
14 | Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia.
15 |
16 | An array of colors to populate with a palette.
17 | Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds.
18 | Maximum allowable perceived luminance from 0 to 1. A value of 0.8 or less is recommended for light backgrounds.
19 |
20 | The number of unambiguous colors in the palette.
21 |
22 |
23 |
24 |
25 |
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/Application/FireSpreadSim_Data/Managed/UnityEngine.AssetBundleModule.dll:
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1 |
2 |
3 |
4 |
5 | UnityEngine.AssetBundleModule
6 |
7 |
8 |
9 |
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/Application/FireSpreadSim_Data/Managed/UnityEngine.ClothModule.xml:
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1 |
2 |
3 |
4 |
5 | UnityEngine.ClothModule
6 |
7 |
8 |
9 | The Cloth class provides an interface to cloth simulation physics.
10 |
11 |
12 |
13 |
14 | Bending stiffness of the cloth.
15 |
16 |
17 |
18 |
19 | An array of CapsuleColliders which this Cloth instance should collide with.
20 |
21 |
22 |
23 |
24 | Number of cloth solver iterations per second.
25 |
26 |
27 |
28 |
29 | The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.
30 |
31 |
32 |
33 |
34 | How much to increase mass of colliding particles.
35 |
36 |
37 |
38 |
39 | Damp cloth motion.
40 |
41 |
42 |
43 |
44 | Enable continuous collision to improve collision stability.
45 |
46 |
47 |
48 |
49 | Is this cloth enabled?
50 |
51 |
52 |
53 |
54 | A constant, external acceleration applied to the cloth.
55 |
56 |
57 |
58 |
59 | The friction of the cloth when colliding with the character.
60 |
61 |
62 |
63 |
64 | The current normals of the cloth object.
65 |
66 |
67 |
68 |
69 | A random, external acceleration applied to the cloth.
70 |
71 |
72 |
73 |
74 | Minimum distance at which two cloth particles repel each other (default: 0.0).
75 |
76 |
77 |
78 |
79 | Self-collision stiffness defines how strong the separating impulse should be for colliding particles.
80 |
81 |
82 |
83 |
84 | Cloth's sleep threshold.
85 |
86 |
87 |
88 |
89 | An array of ClothSphereColliderPairs which this Cloth instance should collide with.
90 |
91 |
92 |
93 |
94 | Sets the stiffness frequency parameter.
95 |
96 |
97 |
98 |
99 | Stretching stiffness of the cloth.
100 |
101 |
102 |
103 |
104 | Should gravity affect the cloth simulation?
105 |
106 |
107 |
108 |
109 | Use Tether Anchors.
110 |
111 |
112 |
113 |
114 | Add one virtual particle per triangle to improve collision stability.
115 |
116 |
117 |
118 |
119 | The current vertex positions of the cloth object.
120 |
121 |
122 |
123 |
124 | How much world-space acceleration of the character will affect cloth vertices.
125 |
126 |
127 |
128 |
129 | How much world-space movement of the character will affect cloth vertices.
130 |
131 |
132 |
133 |
134 | Clear the pending transform changes from affecting the cloth simulation.
135 |
136 |
137 |
138 |
139 | Get list of particles to be used for self and inter collision.
140 |
141 | List to be populated with cloth particle indices that are used for self and/or inter collision.
142 |
143 |
144 |
145 | Get list of indices to be used when generating virtual particles.
146 |
147 | List to be populated with virtual particle indices.
148 |
149 |
150 |
151 | Get weights to be used when generating virtual particles for cloth.
152 |
153 | List to populate with virtual particle weights.
154 |
155 |
156 |
157 | Fade the cloth simulation in or out.
158 |
159 | Fading enabled or not.
160 |
161 |
162 |
163 |
164 | This allows you to set the cloth indices used for self and inter collision.
165 |
166 | List of cloth particles indices to use for cloth self and/or inter collision.
167 |
168 |
169 |
170 | Set indices to use when generating virtual particles.
171 |
172 | List of cloth particle indices to use when generating virtual particles.
173 |
174 |
175 |
176 | Sets weights to be used when generating virtual particles for cloth.
177 |
178 | List of weights to be used when setting virutal particles for cloth.
179 |
180 |
181 |
182 | The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.
183 |
184 |
185 |
186 |
187 | Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.
188 |
189 |
190 |
191 |
192 | Distance a vertex is allowed to travel from the skinned mesh vertex position.
193 |
194 |
195 |
196 |
197 | A pair of SphereColliders used to define shapes for Cloth objects to collide against.
198 |
199 |
200 |
201 |
202 | The first SphereCollider of a ClothSphereColliderPair.
203 |
204 |
205 |
206 |
207 | The second SphereCollider of a ClothSphereColliderPair.
208 |
209 |
210 |
211 |
212 | Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.
213 |
214 | The first SphereCollider of a ClothSphereColliderPair.
215 | The second SphereCollider of a ClothSphereColliderPair.
216 |
217 |
218 |
219 | Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.
220 |
221 | The first SphereCollider of a ClothSphereColliderPair.
222 | The second SphereCollider of a ClothSphereColliderPair.
223 |
224 |
225 |
226 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.ClusterInputModule
6 |
7 |
8 |
9 | Interface for reading and writing inputs in a Unity Cluster.
10 |
11 |
12 |
13 |
14 | Add a new VRPN input entry.
15 |
16 | Name of the input entry. This has to be unique.
17 | Device name registered to VRPN server.
18 | URL to the vrpn server.
19 | Index of the Input entry, refer to vrpn.cfg if unsure.
20 | Type of the input.
21 |
22 | True if the operation succeed.
23 |
24 |
25 |
26 |
27 | Check the connection status of the device to the VRPN server it connected to.
28 |
29 | Name of the input entry.
30 |
31 |
32 |
33 | Edit an input entry which added via ClusterInput.AddInput.
34 |
35 | Name of the input entry. This has to be unique.
36 | Device name registered to VRPN server.
37 | URL to the vrpn server.
38 | Index of the Input entry, refer to vrpn.cfg if unsure.
39 | Type of the ClusterInputType as follow.
40 |
41 |
42 |
43 | Returns the axis value as a continous float.
44 |
45 | Name of input to poll.c.
46 |
47 |
48 |
49 | Returns the binary value of a button.
50 |
51 | Name of input to poll.
52 |
53 |
54 |
55 | Return the position of a tracker as a Vector3.
56 |
57 | Name of input to poll.
58 |
59 |
60 |
61 | Returns the rotation of a tracker as a Quaternion.
62 |
63 | Name of input to poll.
64 |
65 |
66 |
67 | Sets the axis value for this input. Only works for input typed Custom.
68 |
69 | Name of input to modify.
70 | Value to set.
71 |
72 |
73 |
74 | Sets the button value for this input. Only works for input typed Custom.
75 |
76 | Name of input to modify.
77 | Value to set.
78 |
79 |
80 |
81 | Sets the tracker position for this input. Only works for input typed Custom.
82 |
83 | Name of input to modify.
84 | Value to set.
85 |
86 |
87 |
88 | Sets the tracker rotation for this input. Only works for input typed Custom.
89 |
90 | Name of input to modify.
91 | Value to set.
92 |
93 |
94 |
95 | Values to determine the type of input value to be expect from one entry of ClusterInput.
96 |
97 |
98 |
99 |
100 | Device is an analog axis that provides continuous value represented by a float.
101 |
102 |
103 |
104 |
105 | Device that return a binary result of pressed or not pressed.
106 |
107 |
108 |
109 |
110 | A user customized input.
111 |
112 |
113 |
114 |
115 | Device that provide position and orientation values.
116 |
117 |
118 |
119 |
120 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.ClusterRendererModule
6 |
7 |
8 |
9 | A helper class that contains static method to inquire status of Unity Cluster.
10 |
11 |
12 |
13 |
14 | Check whether the current instance is disconnected from the cluster network.
15 |
16 |
17 |
18 |
19 | Check whether the current instance is a master node in the cluster network.
20 |
21 |
22 |
23 |
24 | To acquire or set the node index of the current machine from the cluster network.
25 |
26 |
27 |
28 |
29 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.CrashReportingModule
6 |
7 |
8 |
9 | Engine API for CrashReporting Service.
10 |
11 |
12 |
13 |
14 | This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true.
15 |
16 |
17 |
18 |
19 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.DirectorModule
6 |
7 |
8 |
9 | Wrap mode for Playables.
10 |
11 |
12 |
13 |
14 | Hold the last frame when the playable time reaches it's duration.
15 |
16 |
17 |
18 |
19 | Loop back to zero time and continue playing.
20 |
21 |
22 |
23 |
24 | Do not keep playing when the time reaches the duration.
25 |
26 |
27 |
28 |
29 | Instantiates a PlayableAsset and controls playback of Playable objects.
30 |
31 |
32 |
33 |
34 | The duration of the Playable in seconds.
35 |
36 |
37 |
38 |
39 | Controls how the time is incremented when it goes beyond the duration of the playable.
40 |
41 |
42 |
43 |
44 | The time at which the Playable should start when first played.
45 |
46 |
47 |
48 |
49 | The PlayableAsset that is used to instantiate a playable for playback.
50 |
51 |
52 |
53 |
54 | The PlayableGraph created by the PlayableDirector.
55 |
56 |
57 |
58 |
59 | Whether the playable asset will start playing back as soon as the component awakes.
60 |
61 |
62 |
63 |
64 | The current playing state of the component. (Read Only)
65 |
66 |
67 |
68 |
69 | The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.
70 |
71 |
72 |
73 |
74 | Controls how time is incremented when playing back.
75 |
76 |
77 |
78 |
79 | Clears an exposed reference value.
80 |
81 | Identifier of the ExposedReference.
82 |
83 |
84 |
85 | Tells the PlayableDirector to evaluate it's PlayableGraph on the next update.
86 |
87 |
88 |
89 |
90 | Evaluates the currently playing Playable at the current time.
91 |
92 |
93 |
94 |
95 | Returns a binding to a reference object.
96 |
97 | The object that acts as a key.
98 |
99 |
100 |
101 | Retreives an ExposedReference binding.
102 |
103 | Identifier of the ExposedReference.
104 | Whether the reference was found.
105 |
106 |
107 |
108 | Pauses playback of the currently running playable.
109 |
110 |
111 |
112 |
113 | Instatiates a Playable using the provided PlayableAsset and starts playback.
114 |
115 | An asset to instantiate a playable from.
116 | What to do when the time passes the duration of the playable.
117 |
118 |
119 |
120 | Instatiates a Playable using the provided PlayableAsset and starts playback.
121 |
122 | An asset to instantiate a playable from.
123 | What to do when the time passes the duration of the playable.
124 |
125 |
126 |
127 | Instatiates a Playable using the provided PlayableAsset and starts playback.
128 |
129 | An asset to instantiate a playable from.
130 | What to do when the time passes the duration of the playable.
131 |
132 |
133 |
134 | Discards the existing PlayableGraph and creates a new instance.
135 |
136 |
137 |
138 |
139 | Resume playing a paused playable.
140 |
141 |
142 |
143 |
144 | Sets the binding of a reference object from a PlayableBinding.
145 |
146 | The source object in the PlayableBinding.
147 | The object to bind to the key.
148 |
149 |
150 |
151 | Sets an ExposedReference value.
152 |
153 | Identifier of the ExposedReference.
154 | The object to bind to set the reference value to.
155 |
156 |
157 |
158 | Stops playback of the current Playable and destroys the corresponding graph.
159 |
160 |
161 |
162 |
163 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.GridModule
6 |
7 |
8 |
9 | Grid is the base class for plotting a layout of uniformly spaced points and lines.
10 |
11 |
12 |
13 |
14 | The size of the gap between each cell in the Grid.
15 |
16 |
17 |
18 |
19 | The layout of the cells in the Grid.
20 |
21 |
22 |
23 |
24 | The size of each cell in the Grid.
25 |
26 |
27 |
28 |
29 | The cell swizzle for the Grid.
30 |
31 |
32 |
33 |
34 | Get the logical center coordinate of a grid cell in local space.
35 |
36 | Grid cell position.
37 |
38 | Center of the cell transformed into local space coordinates.
39 |
40 |
41 |
42 |
43 | Get the logical center coordinate of a grid cell in world space.
44 |
45 | Grid cell position.
46 |
47 | Center of the cell transformed into world space coordinates.
48 |
49 |
50 |
51 |
52 | Does the inverse swizzle of the given position for given swizzle order.
53 |
54 | Determines the rearrangement order for the inverse swizzle.
55 | Position to inverse swizzle.
56 |
57 | The inversed swizzled position.
58 |
59 |
60 |
61 |
62 | Swizzles the given position with the given swizzle order.
63 |
64 | Determines the rearrangement order for the swizzle.
65 | Position to swizzle.
66 |
67 | The swizzled position.
68 |
69 |
70 |
71 |
72 | An abstract class that defines a grid layout.
73 |
74 |
75 |
76 |
77 | The size of the gap between each cell in the layout.
78 |
79 |
80 |
81 |
82 | The layout of the cells.
83 |
84 |
85 |
86 |
87 | The size of each cell in the layout.
88 |
89 |
90 |
91 |
92 | The cell swizzle for the layout.
93 |
94 |
95 |
96 |
97 | The layout of the GridLayout.
98 |
99 |
100 |
101 |
102 | Rectangular layout for cells in the GridLayout.
103 |
104 |
105 |
106 |
107 | Swizzles cell positions to other positions.
108 |
109 |
110 |
111 |
112 | Keeps the cell positions at XYZ.
113 |
114 |
115 |
116 |
117 | Swizzles the cell positions from XYZ to XZY.
118 |
119 |
120 |
121 |
122 | Swizzles the cell positions from XYZ to YXZ.
123 |
124 |
125 |
126 |
127 | Swizzles the cell positions from XYZ to YZX.
128 |
129 |
130 |
131 |
132 | Swizzles the cell positions from XYZ to ZXY.
133 |
134 |
135 |
136 |
137 | Swizzles the cell positions from XYZ to ZYX.
138 |
139 |
140 |
141 |
142 | Converts a cell position to local position space.
143 |
144 | Cell position to convert.
145 |
146 | Local position of the cell position.
147 |
148 |
149 |
150 |
151 | Converts an interpolated cell position in floats to local position space.
152 |
153 | Interpolated cell position to convert.
154 |
155 | Local position of the cell position.
156 |
157 |
158 |
159 |
160 | Converts a cell position to world position space.
161 |
162 | Cell position to convert.
163 |
164 | World position of the cell position.
165 |
166 |
167 |
168 |
169 | Returns the local bounds for a cell at the location.
170 |
171 | Location of the cell.
172 |
173 |
174 | Local bounds of cell at the position.
175 |
176 |
177 |
178 |
179 | Get the default center coordinate of a cell for the set layout of the Grid.
180 |
181 |
182 | Cell Center coordinate.
183 |
184 |
185 |
186 |
187 | Converts a local position to cell position.
188 |
189 | Local Position to convert.
190 |
191 | Cell position of the local position.
192 |
193 |
194 |
195 |
196 | Converts a local position to cell position.
197 |
198 | Local Position to convert.
199 |
200 | Interpolated cell position of the local position.
201 |
202 |
203 |
204 |
205 | Converts a local position to world position.
206 |
207 | Local Position to convert.
208 |
209 | World position of the local position.
210 |
211 |
212 |
213 |
214 | Converts a world position to cell position.
215 |
216 | World Position to convert.
217 |
218 | Cell position of the world position.
219 |
220 |
221 |
222 |
223 | Converts a world position to local position.
224 |
225 | World Position to convert.
226 |
227 | Local position of the world position.
228 |
229 |
230 |
231 |
232 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.ImageConversionModule
6 |
7 |
8 |
9 | Class with utility methods and extension methods to deal with converting image data from or to PNG and JPEG formats.
10 |
11 |
12 |
13 |
14 | Encodes this texture into the EXR format.
15 |
16 | The texture to convert.
17 | Flags used to control compression and the output format.
18 |
19 |
20 |
21 | Encodes this texture into JPG format.
22 |
23 | Text texture to convert.
24 | JPG quality to encode with, 1..100 (default 75).
25 |
26 |
27 |
28 | Encodes this texture into JPG format.
29 |
30 | Text texture to convert.
31 | JPG quality to encode with, 1..100 (default 75).
32 |
33 |
34 |
35 | Encodes this texture into PNG format.
36 |
37 | The texture to convert.
38 |
39 |
40 |
41 | Loads PNG/JPG image byte array into a texture.
42 |
43 | The byte array containing the image data to load.
44 | Set to false by default, pass true to optionally mark the texture as non-readable.
45 | The texture to load the image into.
46 |
47 | Returns true if the data can be loaded, false otherwise.
48 |
49 |
50 |
51 |
52 |
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2 |
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4 |
5 | UnityEngine.InputModule
6 |
7 |
8 |
9 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.JSONSerializeModule
6 |
7 |
8 |
9 | Utility functions for working with JSON data.
10 |
11 |
12 |
13 |
14 | Create an object from its JSON representation.
15 |
16 | The JSON representation of the object.
17 |
18 | An instance of the object.
19 |
20 |
21 |
22 |
23 | Create an object from its JSON representation.
24 |
25 | The JSON representation of the object.
26 | The type of object represented by the Json.
27 |
28 | An instance of the object.
29 |
30 |
31 |
32 |
33 | Overwrite data in an object by reading from its JSON representation.
34 |
35 | The JSON representation of the object.
36 | The object that should be overwritten.
37 |
38 |
39 |
40 | Generate a JSON representation of the public fields of an object.
41 |
42 | The object to convert to JSON form.
43 | If true, format the output for readability. If false, format the output for minimum size. Default is false.
44 |
45 | The object's data in JSON format.
46 |
47 |
48 |
49 |
50 | Generate a JSON representation of the public fields of an object.
51 |
52 | The object to convert to JSON form.
53 | If true, format the output for readability. If false, format the output for minimum size. Default is false.
54 |
55 | The object's data in JSON format.
56 |
57 |
58 |
59 |
60 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.PerformanceReportingModule
6 |
7 |
8 |
9 | Unity Performace provides insight into your game performace.
10 |
11 |
12 |
13 |
14 | Controls whether the Performance Reporting service is enabled at runtime.
15 |
16 |
17 |
18 |
19 |
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2 |
3 |
4 |
5 | UnityEngine.ScreenCaptureModule
6 |
7 |
8 |
9 | Functionality to take Screenshots.
10 |
11 |
12 |
13 |
14 | Captures a screenshot at path filename as a PNG file.
15 |
16 | Pathname to save the screenshot file to.
17 | Factor by which to increase resolution.
18 |
19 |
20 |
21 | Captures a screenshot of the game view into a Texture2D object.
22 |
23 | Factor by which to increase resolution.
24 |
25 |
26 |
27 |
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2 |
3 |
4 |
5 | UnityEngine.SharedInternalsModule
6 |
7 |
8 |
9 |
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2 |
3 |
4 |
5 | UnityEngine.SpriteMaskModule
6 |
7 |
8 |
9 | A component for masking Sprites and Particles.
10 |
11 |
12 |
13 |
14 | The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite.
15 |
16 |
17 |
18 |
19 | Unique ID of the sorting layer defining the end of the custom range.
20 |
21 |
22 |
23 |
24 | Order within the back sorting layer defining the end of the custom range.
25 |
26 |
27 |
28 |
29 | Unique ID of the sorting layer defining the start of the custom range.
30 |
31 |
32 |
33 |
34 | Order within the front sorting layer defining the start of the custom range.
35 |
36 |
37 |
38 |
39 | Mask sprites from front to back sorting values only.
40 |
41 |
42 |
43 |
44 | The Sprite used to define the mask.
45 |
46 |
47 |
48 |
49 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.SpriteShapeModule
6 |
7 |
8 |
9 | Describes the information about the edge and how to tessellate it.
10 |
11 |
12 |
13 |
14 | The maximum angle to be considered within this range.
15 |
16 |
17 |
18 |
19 | The render order of the edges that belong in this range.
20 |
21 |
22 |
23 |
24 | The list of Sprites that are associated with this range.
25 |
26 |
27 |
28 |
29 | The minimum angle to be considered within this range.
30 |
31 |
32 |
33 |
34 | Data that describes the important points of the shape.
35 |
36 |
37 |
38 |
39 | The position of the left tangent in local space.
40 |
41 |
42 |
43 |
44 | The various modes of the tangent handles. They could be continuous or broken.
45 |
46 |
47 |
48 |
49 | The position of this point in the object's local space.
50 |
51 |
52 |
53 |
54 | The position of the right tangent point in the local space.
55 |
56 |
57 |
58 |
59 | Additional data about the shape's control point. This is useful during tessellation of the shape.
60 |
61 |
62 |
63 |
64 | The threshold of the angle that decides if it should be tessellated as a curve or a corner.
65 |
66 |
67 |
68 |
69 | The radius of the curve to be tessellated.
70 |
71 |
72 |
73 |
74 | True will indicate that this point should be tessellated as a corner or a continuous line otherwise.
75 |
76 |
77 |
78 |
79 | The height of the tessellated edge.
80 |
81 |
82 |
83 |
84 | The Sprite to be used for a particular edge.
85 |
86 |
87 |
88 |
89 | Input parameters for the SpriteShape tessellator.
90 |
91 |
92 |
93 |
94 | If enabled, the tessellator will adapt the size of the quads based on the height of the edge.
95 |
96 |
97 |
98 |
99 | The threshold of the angle that indicates whether it is a corner or not.
100 |
101 |
102 |
103 |
104 | The threshold of the angle that decides if it should be tessellated as a curve or a corner.
105 |
106 |
107 |
108 |
109 | The radius of the curve to be tessellated.
110 |
111 |
112 |
113 |
114 | The local displacement of the Sprite when tessellated.
115 |
116 |
117 |
118 |
119 | If true, the Shape will be tessellated as a closed form.
120 |
121 |
122 |
123 |
124 | The scale to be used to calculate the UVs of the fill texture.
125 |
126 |
127 |
128 |
129 | The texture to be used for the fill of the SpriteShape.
130 |
131 |
132 |
133 |
134 | If enabled the tessellator will consider creating corners based on the various input parameters.
135 |
136 |
137 |
138 |
139 | The tessellation quality of the input Spline that determines the complexity of the mesh.
140 |
141 |
142 |
143 |
144 | The borders to be used for calculating the uv of the edges based on the border info found in Sprites.
145 |
146 |
147 |
148 |
149 | The world space transform of the game object used for calculating the UVs of the fill texture.
150 |
151 |
152 |
153 |
154 | A static class that helps tessellate a SpriteShape mesh.
155 |
156 |
157 |
158 |
159 | Generate a mesh based on input parameters.
160 |
161 | The output mesh.
162 | Input parameters for the SpriteShape tessellator.
163 | A list of control points that describes the shape.
164 | Additional data about the shape's control point. This is useful during tessellation of the shape.
165 | The list of Sprites that could be used for the edges.
166 | The list of Sprites that could be used for the corners.
167 | A paramters that determins how to tessellate each of the edge.
168 |
169 |
170 |
171 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.StyleSheetsModule
6 |
7 |
8 |
9 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.TerrainPhysicsModule
6 |
7 |
8 |
9 | A heightmap based collider.
10 |
11 |
12 |
13 |
14 | The terrain that stores the heightmap.
15 |
16 |
17 |
18 |
19 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.UnityAnalyticsModule
6 |
7 |
8 |
9 | Unity Analytics provides insight into your game users e.g. DAU, MAU.
10 |
11 |
12 |
13 |
14 | Controls whether the sending of device stats at runtime is enabled.
15 |
16 |
17 |
18 |
19 | Controls whether the Analytics service is enabled at runtime.
20 |
21 |
22 |
23 |
24 | Controls whether to limit user tracking at runtime.
25 |
26 |
27 |
28 |
29 | Custom Events (optional).
30 |
31 | Name of custom event. Name cannot include the prefix "unity." - This is a reserved keyword.
32 | Additional parameters sent to Unity Analytics at the time the custom event was triggered. Dictionary key cannot include the prefix "unity." - This is a reserved keyword.
33 |
34 |
35 |
36 | Custom Events (optional).
37 |
38 |
39 |
40 |
41 |
42 | Custom Events (optional).
43 |
44 |
45 |
46 |
47 |
48 |
49 | Attempts to flush immediately all queued analytics events to the network and filesystem cache if possible (optional).
50 |
51 |
52 |
53 |
54 | User Demographics (optional).
55 |
56 | Birth year of user. Must be 4-digit year format, only.
57 |
58 |
59 |
60 | User Demographics (optional).
61 |
62 | Gender of user can be "Female", "Male", or "Unknown".
63 |
64 |
65 |
66 | User Demographics (optional).
67 |
68 | User id.
69 |
70 |
71 |
72 | Tracking Monetization (optional).
73 |
74 | The id of the purchased item.
75 | The price of the item.
76 | Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.
77 | Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.
78 | Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.
79 | Set to true when using UnityIAP.
80 |
81 |
82 |
83 | Tracking Monetization (optional).
84 |
85 | The id of the purchased item.
86 | The price of the item.
87 | Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.
88 | Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.
89 | Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.
90 | Set to true when using UnityIAP.
91 |
92 |
93 |
94 | Tracking Monetization (optional).
95 |
96 | The id of the purchased item.
97 | The price of the item.
98 | Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.
99 | Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.
100 | Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.
101 | Set to true when using UnityIAP.
102 |
103 |
104 |
105 | Analytics API result.
106 |
107 |
108 |
109 |
110 | Analytics API result: Analytics is disabled.
111 |
112 |
113 |
114 |
115 | Analytics API result: Invalid argument value.
116 |
117 |
118 |
119 |
120 | Analytics API result: Analytics not initialized.
121 |
122 |
123 |
124 |
125 | Analytics API result: Success.
126 |
127 |
128 |
129 |
130 | Analytics API result: Argument size limit.
131 |
132 |
133 |
134 |
135 | Analytics API result: Too many parameters.
136 |
137 |
138 |
139 |
140 | Analytics API result: Too many requests.
141 |
142 |
143 |
144 |
145 | Analytics API result: This platform doesn't support Analytics.
146 |
147 |
148 |
149 |
150 | User Demographics: Gender of a user.
151 |
152 |
153 |
154 |
155 | User Demographics: Female Gender of a user.
156 |
157 |
158 |
159 |
160 | User Demographics: Male Gender of a user.
161 |
162 |
163 |
164 |
165 | User Demographics: Unknown Gender of a user.
166 |
167 |
168 |
169 |
170 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.UnityConnectModule
6 |
7 |
8 |
9 | Accesses for Analytics session information (common for all game instances).
10 |
11 |
12 |
13 |
14 | Session time since the begining of player game session.
15 |
16 |
17 |
18 |
19 | Session id is used for tracking player game session.
20 |
21 |
22 |
23 |
24 | Session state.
25 |
26 |
27 |
28 |
29 | This event occurs when a Analytics session state changes.
30 |
31 |
32 |
33 |
34 |
35 | UserId is random GUID to track a player and is persisted across game session.
36 |
37 |
38 |
39 |
40 | This event occurs when a Analytics session state changes.
41 |
42 | Current session state.
43 | Current session id.
44 | Game player current session time.
45 | Set to true when sessionId has changed.
46 |
47 |
48 |
49 | Session tracking states.
50 |
51 |
52 |
53 |
54 | Session tracking has paused.
55 |
56 |
57 |
58 |
59 | Session tracking has resumed.
60 |
61 |
62 |
63 |
64 | Session tracking has started.
65 |
66 |
67 |
68 |
69 | Session tracking has stopped.
70 |
71 |
72 |
73 |
74 | Accesses remote settings (common for all game instances).
75 |
76 |
77 |
78 |
79 | Forces the game to download the newest settings from the server and update its values.
80 |
81 |
82 |
83 |
84 | Returns the value corresponding to key in the remote settings if it exists.
85 |
86 |
87 |
88 |
89 |
90 |
91 | Returns the value corresponding to key in the remote settings if it exists.
92 |
93 |
94 |
95 |
96 |
97 |
98 | Returns number of keys in remote settings.
99 |
100 |
101 |
102 |
103 | Returns the value corresponding to key in the remote settings if it exists.
104 |
105 |
106 |
107 |
108 |
109 |
110 | Returns the value corresponding to key in the remote settings if it exists.
111 |
112 |
113 |
114 |
115 |
116 |
117 | Returns the value corresponding to key in the remote settings if it exists.
118 |
119 |
120 |
121 |
122 |
123 |
124 | Returns the value corresponding to key in the remote settings if it exists.
125 |
126 |
127 |
128 |
129 |
130 |
131 | Returns all the keys in remote settings.
132 |
133 |
134 |
135 |
136 | Returns the value corresponding to key in the remote settings if it exists.
137 |
138 |
139 |
140 |
141 |
142 |
143 | Returns the value corresponding to key in the remote settings if it exists.
144 |
145 |
146 |
147 |
148 |
149 |
150 | Returns true if key exists in the remote settings.
151 |
152 |
153 |
154 |
155 |
156 | This event occurs when a new RemoteSettings is fetched and successfully parsed from the server.
157 |
158 |
159 |
160 |
161 |
162 | This event occurs when a new RemoteSettings is fetched and successfully parsed from the server.
163 |
164 |
165 |
166 |
167 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.UnityWebRequestAudioModule
6 |
7 |
8 |
9 | A DownloadHandler subclass specialized for downloading audio data for use as AudioClip objects.
10 |
11 |
12 |
13 |
14 | Returns the downloaded AudioClip, or null. (Read Only)
15 |
16 |
17 |
18 |
19 | Constructor, specifies what kind of audio data is going to be downloaded.
20 |
21 | The nominal (pre-redirect) URL at which the audio clip is located.
22 | Value to set for AudioClip type.
23 |
24 |
25 |
26 | Returns the downloaded AudioClip, or null.
27 |
28 | A finished UnityWebRequest object with DownloadHandlerAudioClip attached.
29 |
30 | The same as DownloadHandlerAudioClip.audioClip
31 |
32 |
33 |
34 |
35 | Called by DownloadHandler.data. Returns a copy of the downloaded clip data as raw bytes.
36 |
37 |
38 | A copy of the downloaded data.
39 |
40 |
41 |
42 |
43 | A specialized DownloadHandler for creating MovieTexture out of downloaded bytes.
44 |
45 |
46 |
47 |
48 | A MovieTexture created out of downloaded bytes.
49 |
50 |
51 |
52 |
53 | Create new DownloadHandlerMovieTexture.
54 |
55 |
56 |
57 |
58 | A convenience (helper) method for casting DownloadHandler to DownloadHandlerMovieTexture and accessing its movieTexture property.
59 |
60 | A UnityWebRequest with attached DownloadHandlerMovieTexture.
61 |
62 | A MovieTexture created out of downloaded bytes.
63 |
64 |
65 |
66 |
67 | Raw downloaded data.
68 |
69 |
70 | Raw downloaded bytes.
71 |
72 |
73 |
74 |
75 | Helpers for downloading multimedia files using UnityWebRequest.
76 |
77 |
78 |
79 |
80 | Create a UnityWebRequest to download an audio clip via HTTP GET and create an AudioClip based on the retrieved data.
81 |
82 | The URI of the audio clip to download.
83 | The type of audio encoding for the downloaded audio clip. See AudioType.
84 |
85 | A UnityWebRequest properly configured to download an audio clip and convert it to an AudioClip.
86 |
87 |
88 |
89 |
90 | Create a UnityWebRequest intended to download a movie clip via HTTP GET and create an MovieTexture based on the retrieved data.
91 |
92 | The URI of the movie clip to download.
93 |
94 | A UnityWebRequest properly configured to download a movie clip and convert it to a MovieTexture.
95 |
96 |
97 |
98 |
99 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.UnityWebRequestTextureModule
6 |
7 |
8 |
9 | A DownloadHandler subclass specialized for downloading images for use as Texture objects.
10 |
11 |
12 |
13 |
14 | Returns the downloaded Texture, or null. (Read Only)
15 |
16 |
17 |
18 |
19 | Default constructor.
20 |
21 |
22 |
23 |
24 | Constructor, allows TextureImporter.isReadable property to be set.
25 |
26 | Value to set for TextureImporter.isReadable.
27 |
28 |
29 |
30 | Returns the downloaded Texture, or null.
31 |
32 | A finished UnityWebRequest object with DownloadHandlerTexture attached.
33 |
34 | The same as DownloadHandlerTexture.texture
35 |
36 |
37 |
38 |
39 | Called by DownloadHandler.data. Returns a copy of the downloaded image data as raw bytes.
40 |
41 |
42 | A copy of the downloaded data.
43 |
44 |
45 |
46 |
47 | Helpers for downloading image files into Textures using UnityWebRequest.
48 |
49 |
50 |
51 |
52 | Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.
53 |
54 | The URI of the image to download.
55 | If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false.
56 |
57 | A UnityWebRequest properly configured to download an image and convert it to a Texture.
58 |
59 |
60 |
61 |
62 | Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.
63 |
64 | The URI of the image to download.
65 | If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false.
66 |
67 | A UnityWebRequest properly configured to download an image and convert it to a Texture.
68 |
69 |
70 |
71 |
72 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.VehiclesModule
6 |
7 |
8 |
9 | A special collider for vehicle wheels.
10 |
11 |
12 |
13 |
14 | Brake torque expressed in Newton metres.
15 |
16 |
17 |
18 |
19 | The center of the wheel, measured in the object's local space.
20 |
21 |
22 |
23 |
24 | Application point of the suspension and tire forces measured from the base of the resting wheel.
25 |
26 |
27 |
28 |
29 | Properties of tire friction in the direction the wheel is pointing in.
30 |
31 |
32 |
33 |
34 | Indicates whether the wheel currently collides with something (Read Only).
35 |
36 |
37 |
38 |
39 | The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80).
40 |
41 |
42 |
43 |
44 | Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction.
45 |
46 |
47 |
48 |
49 | The radius of the wheel, measured in local space.
50 |
51 |
52 |
53 |
54 | Current wheel axle rotation speed, in rotations per minute (Read Only).
55 |
56 |
57 |
58 |
59 | Properties of tire friction in the sideways direction.
60 |
61 |
62 |
63 |
64 | The mass supported by this WheelCollider.
65 |
66 |
67 |
68 |
69 | Steering angle in degrees, always around the local y-axis.
70 |
71 |
72 |
73 |
74 | Maximum extension distance of wheel suspension, measured in local space.
75 |
76 |
77 |
78 |
79 | The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force.
80 |
81 |
82 |
83 |
84 | The damping rate of the wheel. Must be larger than zero.
85 |
86 |
87 |
88 |
89 | Configure vehicle sub-stepping parameters.
90 |
91 | The speed threshold of the sub-stepping algorithm.
92 | Amount of simulation sub-steps when vehicle's speed is below speedThreshold.
93 | Amount of simulation sub-steps when vehicle's speed is above speedThreshold.
94 |
95 |
96 |
97 | Gets ground collision data for the wheel.
98 |
99 |
100 |
101 |
102 |
103 | Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees).
104 |
105 | Position of the wheel in world space.
106 | Rotation of the wheel in world space.
107 |
108 |
109 |
110 | Contact information for the wheel, reported by WheelCollider.
111 |
112 |
113 |
114 |
115 | The other Collider the wheel is hitting.
116 |
117 |
118 |
119 |
120 | The magnitude of the force being applied for the contact.
121 |
122 |
123 |
124 |
125 | The direction the wheel is pointing in.
126 |
127 |
128 |
129 |
130 | Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive.
131 |
132 |
133 |
134 |
135 | The normal at the point of contact.
136 |
137 |
138 |
139 |
140 | The point of contact between the wheel and the ground.
141 |
142 |
143 |
144 |
145 | The sideways direction of the wheel.
146 |
147 |
148 |
149 |
150 | Tire slip in the sideways direction.
151 |
152 |
153 |
154 |
155 |
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5 | UnityEngine.WebModule
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1 |
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5 | UnityEngine.WindModule
6 |
7 |
8 |
9 | Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind.
10 |
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13 |
14 | Defines the type of wind zone to be used (Spherical or Directional).
15 |
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19 | Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical).
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24 | The primary wind force.
25 |
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29 | Defines the frequency of the wind changes.
30 |
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34 | Defines ow much the wind changes over time.
35 |
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39 | The turbulence wind force.
40 |
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44 | The constructor.
45 |
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49 | Modes a Wind Zone can have, either Spherical or Directional.
50 |
51 |
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53 |
54 | Wind zone affects the entire scene in one direction.
55 |
56 |
57 |
58 |
59 | Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge.
60 |
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1 | DefaultCompany
2 | FireSpread
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1 | wait-for-native-debugger=0
2 |
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1 | {
2 | "companyName": "DefaultCompany",
3 | "productName": "FireSpread",
4 | "dataUrl": "web.data.unityweb",
5 | "asmCodeUrl": "web.asm.code.unityweb",
6 | "asmMemoryUrl": "web.asm.memory.unityweb",
7 | "asmFrameworkUrl": "web.asm.framework.unityweb",
8 | "TOTAL_MEMORY": 536870912,
9 | "graphicsAPI": ["WebGL 2.0", "WebGL 1.0"],
10 | "webglContextAttributes": {"preserveDrawingBuffer": false},
11 | "splashScreenStyle": "Dark",
12 | "backgroundColor": "#231F20"
13 | }
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1 | function UnityProgress(gameInstance, progress) {
2 | if (!gameInstance.Module)
3 | return;
4 | if (!gameInstance.logo) {
5 | gameInstance.logo = document.createElement("div");
6 | gameInstance.logo.className = "logo " + gameInstance.Module.splashScreenStyle;
7 | gameInstance.container.appendChild(gameInstance.logo);
8 | }
9 | if (!gameInstance.progress) {
10 | gameInstance.progress = document.createElement("div");
11 | gameInstance.progress.className = "progress " + gameInstance.Module.splashScreenStyle;
12 | gameInstance.progress.empty = document.createElement("div");
13 | gameInstance.progress.empty.className = "empty";
14 | gameInstance.progress.appendChild(gameInstance.progress.empty);
15 | gameInstance.progress.full = document.createElement("div");
16 | gameInstance.progress.full.className = "full";
17 | gameInstance.progress.appendChild(gameInstance.progress.full);
18 | gameInstance.container.appendChild(gameInstance.progress);
19 | }
20 | gameInstance.progress.full.style.width = (100 * progress) + "%";
21 | gameInstance.progress.empty.style.width = (100 * (1 - progress)) + "%";
22 | if (progress == 1)
23 | gameInstance.logo.style.display = gameInstance.progress.style.display = "none";
24 | }
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1 | .webgl-content * {border: 0; margin: 0; padding: 0}
2 | .webgl-content {position: absolute; top: 50%; left: 50%; -webkit-transform: translate(-50%, -50%); transform: translate(-50%, -50%);}
3 |
4 | .webgl-content .logo, .progress {position: absolute; left: 50%; top: 50%; -webkit-transform: translate(-50%, -50%); transform: translate(-50%, -50%);}
5 | .webgl-content .logo {background: url('progressLogo.Light.png') no-repeat center / contain; width: 154px; height: 130px;}
6 | .webgl-content .progress {height: 18px; width: 141px; margin-top: 90px;}
7 | .webgl-content .progress .empty {background: url('progressEmpty.Light.png') no-repeat right / cover; float: right; width: 100%; height: 100%; display: inline-block;}
8 | .webgl-content .progress .full {background: url('progressFull.Light.png') no-repeat left / cover; float: left; width: 0%; height: 100%; display: inline-block;}
9 |
10 | .webgl-content .logo.Dark {background-image: url('progressLogo.Dark.png');}
11 | .webgl-content .progress.Dark .empty {background-image: url('progressEmpty.Dark.png');}
12 | .webgl-content .progress.Dark .full {background-image: url('progressFull.Dark.png');}
13 |
14 | .webgl-content .footer {margin-top: 5px; height: 38px; line-height: 38px; font-family: Helvetica, Verdana, Arial, sans-serif; font-size: 18px;}
15 | .webgl-content .footer .webgl-logo, .title, .fullscreen {height: 100%; display: inline-block; background: transparent center no-repeat;}
16 | .webgl-content .footer .webgl-logo {background-image: url('webgl-logo.png'); width: 204px; float: left;}
17 | .webgl-content .footer .title {margin-right: 10px; float: right;}
18 | .webgl-content .footer .fullscreen {background-image: url('fullscreen.png'); width: 38px; float: right;}
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