Contains import options you may use to control how an audio clip is imported. States the game in editor can be in. Determines the type of the source image for generating cubemaps. Source is a single image that will be replicated on all cubemap faces. Source is a list of 6 images, either sequentially next to each other or in a cross format. The system will automatically guess the layout and orientation based on the aspect ratio. Source is a single spherical panoramic image. Source is a single cylindrical panoramic image. A set of animation events that will be added to an animation clip during animation import. Types of icons to be used along with log messages depending on their severity. Base class for creating import options from. Import options are specific for each importer and control how is data imported. Types of icons that may be displayed in the animation editor window. Information about all elements displayed in a GUISceneTreeView. A composite GUI object representing an editor field. Editor fields are a combination of a label and an input field. Label is optional. This specific implementation displays a Vector2 input field. Reports the new value of the vector when the user changes the value of any of the vector components. Reports the new value of an individual vector component when the user changes it. Triggered when an individual component loses or gains focus. Triggered when the user hits the Enter key with any of the component input boxes in focus. GUI element that displays a color gradient. Contains import options you may use to control how is a texture imported. Contains a set of built-in resources used by the editor. Information about how to split an AnimationClip into multiple separate clips. Flags that mark which portion of a scene-object is modified. Curve and a color to draw it in. Types of icons that may be displayed in the library window. A composite GUI object representing an editor field. Editor fields are a combination of a label and an input field. Label is optional. This specific implementation displays an input field for a 2D vector distribution. Triggered when the user modifies the value of the non-curve (constant) values of the distribution. Only relevant if the distribution is not a curve distribution. Triggered when the user confirms inputs in the non-curve (constant) values of the distribution. Only relevant if the distribution is not a curve distribution. Triggered when a GUI field representing an individual component loses or gains focus. This only applies to input fields representing the non-curve (constant) distribution types. Types of icons used in various areas throughout the editor, for toggleable elements. Controls what type of collision mesh should be imported during mesh import. No collision mesh will be imported. Normal triangle mesh will be imported. A convex hull will be generated from the source mesh. Types of icons used in various areas throughout the editor. Contains import options you may use to control how is a mesh imported from some external format into engine format. Supported types of low-level shading languages. High level shading language used by DirectX backend. OpenGL shading language. Variant of GLSL used for Vulkan. Metal shading language. Helper entry that includes all languages. Contains import options you may use to control how is a shader imported. Controls which elements should a GUICurves object draw. Draws markers at specific time intervals. Draws elements representing individual keyframes. Draws curves and the area between them. Only relevant if only two curves are provided for drawing. Types of icons that are used as 3D icons in the scene view. Determines how is a font rendered into the bitmap texture. A composite GUI object representing an editor field. Editor fields are a combination of a label and an input field. Label is optional. This specific implementation displays a color gradient input field. Represents a range of character code. Import options that allow you to control how is a font imported. Contains import options you may use to control how is a file containing script source code importer. Types of icons that may be displayed on the tool bar. Handles functionality specific to running the game in editor. Triggered right after the play mode is entered. Triggered right after the user pauses play mode. Triggered right after the user unpauses play mode. A composite GUI object representing an editor field. Editor fields are a combination of a label and an input field. Label is optional. This specific implementation displays an input field for a color distribution. Base class that can be implemented by GUI elements needing to elements along draw a horizontal timeline. Determines how should ticks reported by <see cref="GUIGraphTicks"/> be distributed. Ticks represent time values (Multiples of 60). Ticks represent generic values (Multiples of 10). Generates a set of locations that can be used for rendering ticks on a graph. As input the class takes valid range, size of the area the ticks will be displayed on, type of ticks and minimum/maximum spacing and outputs a set of coordinates along which ticks should be positioned. Ticks are reported as multiple separate levels with different strengths, depending on how close their distribution is to the upper valid range. GUI element that displays one or multiple curves. A composite GUI object representing an editor field. Editor fields are a combination of a label and an input field. Label is optional. This specific implementation displays an animation curve or a range between two animation curves. A composite GUI object representing an editor field. Editor fields are a combination of a label and an input field. Label is optional. This specific implementation displays an input field for a floating point distribution. Triggered when the user modifies the value of the non-curve (constant) values of the distribution. Only relevant if the distribution is not a curve distribution. Triggered when the user confirms inputs in the non-curve (constant) values of the distribution. Only relevant if the distribution is not a curve distribution. Triggered when a GUI field representing an individual component loses or gains focus. This only applies to input fields representing the non-curve (constant) distribution types. A composite GUI object representing an editor field. Editor fields are a combination of a label and an input field. Label is optional. This specific implementation displays an input field for a 3D vector distribution. Triggered when the user modifies the value of the non-curve (constant) values of the distribution. Only relevant if the distribution is not a curve distribution. Triggered when the user confirms inputs in the non-curve (constant) values of the distribution. Only relevant if the distribution is not a curve distribution. Triggered when a GUI field representing an individual component loses or gains focus. This only applies to input fields representing the non-curve (constant) distribution types. Information about a single element in GUISceneTreeView. A composite GUI object representing an editor field. Editor fields are a combination of a label and an input field. Label is optional. This specific implementation displays a Vector3 input field. Reports the new value of the vector when the user changes the value of any of the vector components. Reports the new value of an individual vector component when the user changes it. Triggered when an individual component loses or gains focus. Triggered when the user hits the Enter key with any of the component input boxes in focus. A composite GUI object representing an editor field. Editor fields are a combination of a label and an input field. Label is optional. This specific implementation displays a Vector4 input field. Reports the new value of the vector when the user changes the value of any of the vector components. Reports the new value of an individual vector component when the user changes it. Triggered when an individual component loses or gains focus. Triggered when the user hits the Enter key with any of the component input boxes in focus. Different icon sizes for project resource preview icons. Settings that control gizmo drawing. Scale to apply to gizmo icons, controlling their size. Maximum range at which gizmo icons will be rendered, in world units. Icons smaller than this size will be faded out. The value represents the size of the icon relative to viewport size (e.g. 1 means the icons fully covers the viewport). In range [0, 1], should be smaller than maximum size value. Icons larger than this size will be faded out. The value represents the size of the icon relative to viewport size (e.g. 1 means the icons fully covers the viewport). In range [0, 1], should be larger than minimum size value. Icons larger than this size will not be shown. The value represents the size of the icon relative to viewport size (e.g. 1 means the icons fully covers the viewport). In range [0, 1], should be larger than maximum size value. Serializes the current state of a scene object and allows that state to be restored. The advantage of using this class versus normal serialization is that the deserialization happens into the original scene object, instead of creating a new scene object. Types of valid icons used when viewing the project library. Types of icons that may be displayed in the scene window. Types of icons that may be displayed in the inspector window. Various built-in sprite textures. Type that control what type of texture does a GUITexture field accept.