diff --git a/.vs/FirstVillainLibrary/v16/.suo b/.vs/FirstVillainLibrary/v16/.suo new file mode 100644 index 0000000..3d39048 Binary files /dev/null and b/.vs/FirstVillainLibrary/v16/.suo differ diff --git a/FirstVillainLibrary.sln b/FirstVillainLibrary.sln new file mode 100644 index 0000000..dfaf883 --- /dev/null +++ b/FirstVillainLibrary.sln @@ -0,0 +1,25 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.32802.440 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FirstVillainLibrary", "FirstVillainLibrary\FirstVillainLibrary.csproj", "{ACA1C0D8-97FB-4B5E-8FA8-401FFE098753}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {ACA1C0D8-97FB-4B5E-8FA8-401FFE098753}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {ACA1C0D8-97FB-4B5E-8FA8-401FFE098753}.Debug|Any CPU.Build.0 = Debug|Any CPU + {ACA1C0D8-97FB-4B5E-8FA8-401FFE098753}.Release|Any CPU.ActiveCfg = Release|Any CPU + {ACA1C0D8-97FB-4B5E-8FA8-401FFE098753}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {72632FD8-D325-472C-ABF5-677362ECEE34} + EndGlobalSection +EndGlobal diff --git a/FirstVillainLibrary/ClassBuilder.cs b/FirstVillainLibrary/ClassBuilder.cs new file mode 100644 index 0000000..f13fa5a --- /dev/null +++ b/FirstVillainLibrary/ClassBuilder.cs @@ -0,0 +1,73 @@ +using System; +using System.CodeDom; +using System.CodeDom.Compiler; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Reflection; +using System.Reflection.Emit; +using System.Runtime.Serialization.Formatters.Binary; +using System.Text; +using System.Threading.Tasks; + +namespace FirstVillain.ClassBuild +{ + public class ClassBuilder + { + private string _className; + private CodeCompileUnit targetUnit; + private CodeTypeDeclaration targetClass; + + public ClassBuilder(string className) + { + _className = className; + targetUnit = new CodeCompileUnit(); + CodeNamespace namespaceTarget = new CodeNamespace("FirstVillain.Entities"); + //namespaceTarget.Imports.Add(new CodeNamespaceImport("System")); //import도 가능...리스트 넣으면 추가해야함. + + targetClass = new CodeTypeDeclaration(_className); + targetClass.IsClass = true; + targetClass.TypeAttributes = TypeAttributes.Public | TypeAttributes.Serializable; + namespaceTarget.Types.Add(targetClass); + targetUnit.Namespaces.Add(namespaceTarget); + } + public void CreateCode(Dictionary map, string path) + { + foreach (var typeData in map) + { + AddField(typeData.Key, typeData.Value); + } + + GenerateCSharpCode(path); + } + + private void GenerateCSharpCode(string path) + { + string fileName = Path.Combine(path, _className + ".cs"); + if (File.Exists(fileName)) + { + File.Delete(fileName); + } + CodeDomProvider provider = CodeDomProvider.CreateProvider("CSharp"); + CodeGeneratorOptions options = new CodeGeneratorOptions(); + options.BracingStyle = "C"; + using (StreamWriter sourceWriter = new StreamWriter(fileName)) + { + provider.GenerateCodeFromCompileUnit( + targetUnit, sourceWriter, options); + } + } + + private void AddField(string name, Type type) + { + // Declare the widthValue field. + CodeMemberField fieldValue = new CodeMemberField(); + fieldValue.Attributes = MemberAttributes.Public; + fieldValue.Name = name; + fieldValue.Type = new CodeTypeReference(type); + //widthValueField.Comments.Add(new CodeCommentStatement( + // "The width of the object.")); + targetClass.Members.Add(fieldValue); + } + } +} diff --git a/FirstVillainLibrary/EventBus.cs b/FirstVillainLibrary/EventBus.cs new file mode 100644 index 0000000..48afbdf --- /dev/null +++ b/FirstVillainLibrary/EventBus.cs @@ -0,0 +1,76 @@ +using FirstVillain.Singleton; +using System; +using System.Collections.Generic; +using UnityEngine.Events; + +namespace FirstVillain.EventBus +{ + public class EventBus : UnitySingleton + { + private readonly Dictionary _delegateDict = new Dictionary(); + private readonly Dictionary _delegateLookupDict = new Dictionary(); + + public delegate void EventDelegate(T myEvent) where T : EventBase; + private delegate void EventDelegate(EventBase myEvent); + + public void Subscribe(EventDelegate callback) where T : EventBase + { + EventDelegate newDelegate = e => callback(e as T); + _delegateLookupDict[callback] = newDelegate; + + var type = typeof(T); + if (!_delegateDict.TryGetValue(type, out EventDelegate tempDeletage)) + { + _delegateDict[type] = tempDeletage; + } + + _delegateDict[type] += newDelegate; + } + + public void Unsubscribe(EventDelegate callback) where T : EventBase + { + if (_delegateLookupDict.TryGetValue(callback, out EventDelegate targetDelegate)) + { + var type = typeof(T); + if (_delegateDict.TryGetValue(type, out EventDelegate tempDelegate)) + { + tempDelegate -= targetDelegate; + if (tempDelegate == null) + { + _delegateDict.Remove(type); + } + else + { + _delegateDict[type] = tempDelegate; + } + } + + _delegateLookupDict.Remove(callback); + } + } + + public void Publish(EventBase eventType) + { + if (_delegateDict.TryGetValue(eventType.GetType(), out EventDelegate callback)) + { + callback.Invoke(eventType); + } + } + + public void Clear() + { + _delegateDict.Clear(); + _delegateLookupDict.Clear(); + } + } + + public class EventBase + { + private int _errorCode; + public int ErrorCode + { + get { return _errorCode; } + set { _errorCode = value; } + } + } +} \ No newline at end of file diff --git a/FirstVillainLibrary/FirstVillainLibrary.csproj b/FirstVillainLibrary/FirstVillainLibrary.csproj new file mode 100644 index 0000000..133f30b --- /dev/null +++ b/FirstVillainLibrary/FirstVillainLibrary.csproj @@ -0,0 +1,77 @@ + + + + + Debug + AnyCPU + {ACA1C0D8-97FB-4B5E-8FA8-401FFE098753} + Library + Properties + FirstVillainLibrary + FirstVillainLibrary + v4.8 + 512 + true + + + true + full + false + bin\Debug\ + DEBUG;TRACE + prompt + 4 + + + pdbonly + true + bin\Release\ + TRACE + prompt + 4 + + + + ..\packages\ExcelDataReader.3.6.0\lib\net45\ExcelDataReader.dll + + + ..\packages\ExcelDataReader.DataSet.3.6.0\lib\net35\ExcelDataReader.DataSet.dll + + + ..\packages\Newtonsoft.Json.13.0.3\lib\net45\Newtonsoft.Json.dll + + + + + + + + + + + + ..\..\..\Program Files\Unity\Hub\Editor\2021.3.16f1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll + + + ..\..\..\Public\AssetBase\Library\ScriptAssemblies\UnityEngine.UI.dll + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/FirstVillainLibrary/HorizontalGridInfiniteScrollView.cs b/FirstVillainLibrary/HorizontalGridInfiniteScrollView.cs new file mode 100644 index 0000000..2dff892 --- /dev/null +++ b/FirstVillainLibrary/HorizontalGridInfiniteScrollView.cs @@ -0,0 +1,122 @@ +using System.Collections; +using UnityEngine; +namespace FirstVillain.ScrollView +{ + public class HorizontalGridInfiniteScrollView : InfiniteScrollView + { + [SerializeField] private int _rowCount = 1; + [SerializeField] private bool _isAtLeft = true; + [SerializeField] private bool _isAtRight = true; + protected override void OnValueChanged(Vector2 normalizedPosition) + { + if (_rowCount <= 0) + { + _rowCount = 1; + } + float viewportInterval = _scrollRect.viewport.rect.width; + float minViewport = -_scrollRect.content.anchoredPosition.x; + Vector2 viewportRange = new Vector2(minViewport - _extendVisibleRange, minViewport + viewportInterval + _extendVisibleRange); + float contentWidth = _padding.x; + for (int i = 0; i < _dataList.Count; i += _rowCount) + { + for (int j = 0; j < _rowCount; j++) + { + int index = i + j; + if (index >= _dataList.Count) + break; + var visibleRange = new Vector2(contentWidth, contentWidth + _dataList[index].CellSize.x); + if (visibleRange.y < viewportRange.x || visibleRange.x > viewportRange.y) + { + RecycleCell(index); + } + } + contentWidth += _dataList[i].CellSize.x + _spacing; + } + contentWidth = _padding.x; + for (int i = 0; i < _dataList.Count; i += _rowCount) + { + for (int j = 0; j < _rowCount; j++) + { + int index = i + j; + if (index >= _dataList.Count) + break; + var visibleRange = new Vector2(contentWidth, contentWidth + _dataList[index].CellSize.x); + if (visibleRange.y >= viewportRange.x && visibleRange.x <= viewportRange.y) + { + SetupCell(index, new Vector2(contentWidth, (_dataList[index].CellSize.y + _spacing) * -j)); + if (visibleRange.y >= viewportRange.x) + _cellList[index].transform.SetAsLastSibling(); + else + _cellList[index].transform.SetAsFirstSibling(); + } + } + contentWidth += _dataList[i].CellSize.x + _spacing; + } + if (_scrollRect.content.sizeDelta.x > viewportInterval) + { + _isAtLeft = viewportRange.x + _extendVisibleRange <= _dataList[0].CellSize.x; + _isAtRight = _scrollRect.content.sizeDelta.x - viewportRange.y + _extendVisibleRange <= _dataList[_dataList.Count - 1].CellSize.x; + } + else + { + _isAtLeft = true; + _isAtRight = true; + } + } + + public sealed override void Refresh() + { + if (!IsInitialized) + { + Initialize(); + } + if (_scrollRect.viewport.rect.width == 0) + StartCoroutine(DelayToRefresh()); + else + DoRefresh(); + } + + private void DoRefresh() + { + float width = _padding.x; + for (int i = 0; i < _dataList.Count; i += _rowCount) + { + width += _dataList[i].CellSize.x + _spacing; + } + for (int i = 0; i < _cellList.Count; i++) + { + RecycleCell(i); + } + width += _padding.y; + _scrollRect.content.sizeDelta = new Vector2(width, _scrollRect.content.sizeDelta.y); + OnValueChanged(_scrollRect.normalizedPosition); + OnRefresh?.Invoke(); + } + + private IEnumerator DelayToRefresh() + { + yield return _waitEndOfFrame; + DoRefresh(); + } + + public override void Snap(int index, float duration) + { + if (!IsInitialized) + return; + if (index >= _dataList.Count) + return; + var columeNumber = index / _rowCount; + var width = _padding.x; + for (int i = 0; i < columeNumber; i++) + { + width += _dataList[i * _rowCount].CellSize.x + _spacing; + } + width = Mathf.Min(_scrollRect.content.rect.width - _scrollRect.viewport.rect.width, width); + if (_scrollRect.content.anchoredPosition.x != width) + { + DoSnapping(new Vector2(-width, 0), duration); + } + } + } +} + diff --git a/FirstVillainLibrary/HorizontalInfiniteScrollView.cs b/FirstVillainLibrary/HorizontalInfiniteScrollView.cs new file mode 100644 index 0000000..42bc58c --- /dev/null +++ b/FirstVillainLibrary/HorizontalInfiniteScrollView.cs @@ -0,0 +1,122 @@ +using System.Collections; +using UnityEngine; +namespace FirstVillain.ScrollView +{ + public class HorizontalInfiniteScrollView : InfiniteScrollView + { + [SerializeField] private bool _isAtLeft = true; + [SerializeField] private bool _isAtRight = true; + + public override void Initialize() + { + base.Initialize(); + _isAtLeft = true; + _isAtRight = true; + } + + protected override void OnValueChanged(Vector2 normalizedPosition) + { + if (_dataList.Count == 0) + return; + float viewportInterval = _scrollRect.viewport.rect.width; + float minViewport = -_scrollRect.content.anchoredPosition.x; + Vector2 viewportRange = new Vector2(minViewport - _extendVisibleRange, minViewport + viewportInterval + _extendVisibleRange); + float contentWidth = _padding.x; + for (int i = 0; i < _dataList.Count; i++) + { + var visibleRange = new Vector2(contentWidth, contentWidth + _dataList[i].CellSize.x); + if (visibleRange.y < viewportRange.x || visibleRange.x > viewportRange.y) + { + RecycleCell(i); + } + contentWidth += _dataList[i].CellSize.x + _spacing; + } + contentWidth = _padding.x; + for (int i = 0; i < _dataList.Count; i++) + { + var visibleRange = new Vector2(contentWidth, contentWidth + _dataList[i].CellSize.x); + if (visibleRange.y >= viewportRange.x && visibleRange.x <= viewportRange.y) + { + SetupCell(i, new Vector2(contentWidth, 0)); + if (visibleRange.y >= viewportRange.x) + _cellList[i].transform.SetAsLastSibling(); + else + _cellList[i].transform.SetAsFirstSibling(); + } + contentWidth += _dataList[i].CellSize.x + _spacing; + } + if (_scrollRect.content.sizeDelta.x > viewportInterval) + { + _isAtLeft = viewportRange.x + _extendVisibleRange <= _dataList[0].CellSize.x; + _isAtRight = _scrollRect.content.sizeDelta.x - viewportRange.y + _extendVisibleRange <= _dataList[_dataList.Count - 1].CellSize.x; + } + else + { + _isAtLeft = true; + _isAtRight = true; + } + } + + public sealed override void Refresh() + { + if (!IsInitialized) + { + Initialize(); + } + if (_scrollRect.viewport.rect.width == 0) + StartCoroutine(DelayToRefresh()); + else + DoRefresh(); + } + + private void DoRefresh() + { + float width = _padding.x; + for (int i = 0; i < _dataList.Count; i++) + { + width += _dataList[i].CellSize.x + _spacing; + } + for (int i = 0; i < _cellList.Count; i++) + { + RecycleCell(i); + } + width += _padding.y; + _scrollRect.content.sizeDelta = new Vector2(width, _scrollRect.content.sizeDelta.y); + OnValueChanged(_scrollRect.normalizedPosition); + OnRefresh?.Invoke(); + } + + private IEnumerator DelayToRefresh() + { + yield return _waitEndOfFrame; + DoRefresh(); + } + + public override void Snap(int index, float duration) + { + if (!IsInitialized) + return; + if (index >= _dataList.Count) + return; + if (_scrollRect.content.rect.width < _scrollRect.viewport.rect.width) + return; + float width = _padding.x; + for (int i = 0; i < index; i++) + { + width += _dataList[i].CellSize.x + _spacing; + } + width = Mathf.Min(_scrollRect.content.rect.width - _scrollRect.viewport.rect.width, width); + if (_scrollRect.content.anchoredPosition.x != width) + { + DoSnapping(new Vector2(-width, 0), duration); + } + } + + public override void Remove(int index) + { + var removeCell = _dataList[index]; + base.Remove(index); + _scrollRect.content.anchoredPosition -= new Vector2(removeCell.CellSize.x + _spacing, 0); + } + } +} \ No newline at end of file diff --git a/FirstVillainLibrary/InfiniteCell.cs b/FirstVillainLibrary/InfiniteCell.cs new file mode 100644 index 0000000..87d4c69 --- /dev/null +++ b/FirstVillainLibrary/InfiniteCell.cs @@ -0,0 +1,43 @@ +using System; +using UnityEngine; +namespace FirstVillain.ScrollView +{ + public class InfiniteCell : MonoBehaviour + { + public event Action OnSelected; + + private RectTransform _rectTransform; + public RectTransform RectTransform + { + get + { + if (_rectTransform == null) + _rectTransform = GetComponent(); + return _rectTransform; + } + } + + private InfiniteCellData cellData; + public InfiniteCellData CellData + { + set + { + cellData = value; + cellData.OnUpdate(this); + } + get + { + return cellData; + } + } + + public virtual void OnUpdate() { } + + public void InvokeSelected() + { + if (OnSelected != null) + OnSelected.Invoke(gameObject); + } + } +} + diff --git a/FirstVillainLibrary/InfiniteCellData.cs b/FirstVillainLibrary/InfiniteCellData.cs new file mode 100644 index 0000000..fd653e5 --- /dev/null +++ b/FirstVillainLibrary/InfiniteCellData.cs @@ -0,0 +1,35 @@ +using System; +using UnityEngine; +namespace FirstVillain.ScrollView +{ + public class InfiniteCellData + { + public int Index { get; set; } + public Vector2 CellSize { get; private set; } + + private object _data; + + public Action OnUpdated; + + public InfiniteCellData() + { + + } + + public InfiniteCellData(Vector2 cellSize) + { + this.CellSize = cellSize; + } + + public InfiniteCellData(Vector2 cellSize, object data) + { + this.CellSize = cellSize; + this._data = data; + } + + public void OnUpdate(InfiniteCell cell) + { + OnUpdated?.Invoke(cell); + } + } +} \ No newline at end of file diff --git a/FirstVillainLibrary/InfiniteScrollView.cs b/FirstVillainLibrary/InfiniteScrollView.cs new file mode 100644 index 0000000..489ad88 --- /dev/null +++ b/FirstVillainLibrary/InfiniteScrollView.cs @@ -0,0 +1,181 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace FirstVillain.ScrollView +{ + [RequireComponent(typeof(ScrollRect))] + public abstract class InfiniteScrollView : UIBehaviour + { + [SerializeField] private int _cellPoolSize = 20; + [SerializeField] protected float _spacing = 0f; + [SerializeField] protected Vector2 _padding; + [SerializeField] protected float _extendVisibleRange; + + [SerializeField] private InfiniteCell _cellPrefab; + [SerializeField] protected ScrollRect _scrollRect; + + protected List _dataList = new List(); + protected List _cellList = new List(); + protected Queue _cellPool = new Queue(); + protected YieldInstruction _waitEndOfFrame = new WaitForEndOfFrame(); + private Coroutine _snappingProcesser; + + public event Action OnRectTransformUpdate; + public event Action OnCellSelected; + public Action OnRefresh; + + public bool IsInitialized + { + get; + private set; + } + + public virtual void Initialize() + { + if (IsInitialized) + return; + _scrollRect = GetComponent(); + _scrollRect.onValueChanged.AddListener(OnValueChanged); + for (int i = 0; i < _cellPoolSize; i++) + { + var newCell = Instantiate(_cellPrefab, _scrollRect.content); + newCell.gameObject.SetActive(false); + _cellPool.Enqueue(newCell); + } + IsInitialized = true; + } + + protected abstract void OnValueChanged(Vector2 normalizedPosition); + + public abstract void Refresh(); + + public virtual void Add(InfiniteCellData data) + { + if (!IsInitialized) + { + Initialize(); + } + data.Index = _dataList.Count; + _dataList.Add(data); + _cellList.Add(null); + } + + public virtual void Remove(int index) + { + if (!IsInitialized) + { + Initialize(); + } + if (_dataList.Count == 0) + return; + _dataList.RemoveAt(index); + Refresh(); + } + + public abstract void Snap(int index, float duration); + + public void SnapLast(float duration) + { + Snap(_dataList.Count - 1, duration); + } + + protected void DoSnapping(Vector2 target, float duration) + { + if (!gameObject.activeInHierarchy) + return; + StopSnapping(); + _snappingProcesser = StartCoroutine(ProcessSnapping(target, duration)); + } + + public void StopSnapping() + { + if (_snappingProcesser != null) + { + StopCoroutine(_snappingProcesser); + _snappingProcesser = null; + } + } + + private IEnumerator ProcessSnapping(Vector2 target, float duration) + { + _scrollRect.velocity = Vector2.zero; + Vector2 startPos = _scrollRect.content.anchoredPosition; + float t = 0; + while (t < 1f) + { + if (duration <= 0) + t = 1; + else + t += Time.deltaTime / duration; + _scrollRect.content.anchoredPosition = Vector2.Lerp(startPos, target, t); + var normalizedPos = _scrollRect.normalizedPosition; + if (normalizedPos.y < 0 || normalizedPos.x > 1) + { + break; + } + yield return null; + } + if (duration <= 0) + OnValueChanged(_scrollRect.normalizedPosition); + _snappingProcesser = null; + } + + protected void SetupCell(int index, Vector2 pos) + { + if (_cellList[index] == null) + { + var cell = _cellPool.Dequeue(); + cell.gameObject.SetActive(true); + cell.CellData = _dataList[index]; + cell.RectTransform.anchoredPosition = pos; + _cellList[index] = cell; + cell.OnSelected += OnCellObjSelected; + } + } + + protected void RecycleCell(int index) + { + if (_cellList[index] != null) + { + var cell = _cellList[index]; + _cellList[index] = null; + _cellPool.Enqueue(cell); + cell.gameObject.SetActive(false); + cell.OnSelected -= OnCellObjSelected; + } + } + + private void OnCellObjSelected(GameObject selectedCell) + { + OnCellSelected?.Invoke(selectedCell); + } + + public virtual void Clear() + { + if (IsInitialized == false) + Initialize(); + _scrollRect.velocity = Vector2.zero; + _scrollRect.content.anchoredPosition = Vector2.zero; + _dataList.Clear(); + for (int i = 0; i < _cellList.Count; i++) + { + RecycleCell(i); + } + _cellList.Clear(); + Refresh(); + } + + protected override void OnRectTransformDimensionsChange() + { + base.OnRectTransformDimensionsChange(); + if (_scrollRect) + { + OnRectTransformUpdate?.Invoke(); + } + } + } +} \ No newline at end of file diff --git a/FirstVillainLibrary/JsonConverter.cs b/FirstVillainLibrary/JsonConverter.cs new file mode 100644 index 0000000..9da7ce0 --- /dev/null +++ b/FirstVillainLibrary/JsonConverter.cs @@ -0,0 +1,145 @@ +using ExcelDataReader; +using FirstVillain.ClassBuild; +using Newtonsoft.Json; +using Newtonsoft.Json.Linq; +using System; +using System.Collections.Generic; +using System.Data; +using System.IO; + +namespace FirstVillain.Converter +{ + [Serializable] + public class Wrapper + { + public List list; + } + public static class JsonConverter + { + private static Dictionary _columnIdxDict; + private static Dictionary _columnTypeDict; + private static Dictionary _typeMap; + public static void ExcelToJsonAndClass(string excelPath, string jsonPath, string entityPath) + { + string[] allFiles = Directory.GetFiles(excelPath); + + foreach (var excel in allFiles) + { + if (Path.GetExtension(excel) != ".xlsx") + { + continue; + } + + using (var stream = File.Open(excel, FileMode.Open, FileAccess.Read, FileShare.Read)) + { + using (var reader = ExcelReaderFactory.CreateReader(stream)) + { + var excelData = reader.AsDataSet(); + + for (int i = 0; i < excelData.Tables.Count; i++) + { + if (excelData.Tables[i].TableName.StartsWith("#")) + { + continue; + } + + string jsonName = "J" + excelData.Tables[i].TableName; + string outPath = Path.Combine(jsonPath, jsonName + ".json"); + + if (File.Exists(outPath)) + { + File.Delete(outPath); + } + + var classBuilder = new ClassBuilder(jsonName + "Data"); + + var jsonBase = new JObject(); + var jsonArray = new JArray(); + + SetCoumnData(excelData.Tables[i].Rows[0], excelData.Tables[i].Rows[1]); + int columnCount = _columnIdxDict.Count; + + for (int j = 2; j < excelData.Tables[i].Rows.Count; j++) + { + var json = new JObject(); + + foreach (var nameData in _columnIdxDict) + { + var data = excelData.Tables[i].Rows[j][nameData.Value]; + + if (_columnTypeDict[nameData.Value] == typeof(string)) + { + json.Add(nameData.Key, data.ToString()); + } + else if (_columnTypeDict[nameData.Value] == typeof(int)) + { + if (int.TryParse(data.ToString(), out int result)) + { + json.Add(nameData.Key, result); + } + } + else if (_columnTypeDict[nameData.Value] == typeof(float)) + { + if (float.TryParse(data.ToString(), out float result)) + { + json.Add(nameData.Key, result); + } + } + else + { + throw new Exception("Not supporting type of column"); + } + } + + jsonArray.Add(json); + } + + jsonBase.Add("list", jsonArray); + File.WriteAllText(outPath, jsonBase.ToString()); + + classBuilder.CreateCode(_typeMap, entityPath); + } + } + } + } + } + + private static void SetCoumnData(DataRow nameRow, DataRow typeRow) + { + _columnIdxDict = new Dictionary(); + _columnTypeDict = new Dictionary(); + _typeMap = new Dictionary(); + + for (int i = 0; i < nameRow.Table.Columns.Count; i++) + { + if (nameRow[i].ToString().StartsWith("#")) + { + continue; + } + _columnIdxDict.Add(nameRow[i].ToString(), i); + _columnTypeDict.Add(i, ConvertType(typeRow[i].ToString())); + _typeMap.Add(nameRow[i].ToString(), ConvertType(typeRow[i].ToString())); + } + } + + private static Type ConvertType(string typeString) + { + switch (typeString) + { + default: + return typeof(string); + case "int": + return typeof(int); + case "float": + return typeof(float); + } + } + + public static List GetDataList(string json) + { + var data = JsonConvert.DeserializeObject>(json); + return data.list; + } + + } +} diff --git a/FirstVillainLibrary/Properties/AssemblyInfo.cs b/FirstVillainLibrary/Properties/AssemblyInfo.cs new file mode 100644 index 0000000..99d14ea --- /dev/null +++ b/FirstVillainLibrary/Properties/AssemblyInfo.cs @@ -0,0 +1,36 @@ +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +// 어셈블리에 대한 일반 정보는 다음 특성 집합을 통해 +// 제어됩니다. 어셈블리와 관련된 정보를 수정하려면 +// 이러한 특성 값을 변경하세요. +[assembly: AssemblyTitle("FirstVillainLibrary")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("")] +[assembly: AssemblyProduct("FirstVillainLibrary")] +[assembly: AssemblyCopyright("Copyright © 2023")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// ComVisible을 false로 설정하면 이 어셈블리의 형식이 COM 구성 요소에 +// 표시되지 않습니다. COM에서 이 어셈블리의 형식에 액세스하려면 +// 해당 형식에 대해 ComVisible 특성을 true로 설정하세요. +[assembly: ComVisible(false)] + +// 이 프로젝트가 COM에 노출되는 경우 다음 GUID는 typelib의 ID를 나타냅니다. +[assembly: Guid("aca1c0d8-97fb-4b5e-8fa8-401ffe098753")] + +// 어셈블리의 버전 정보는 다음 네 가지 값으로 구성됩니다. +// +// 주 버전 +// 부 버전 +// 빌드 번호 +// 수정 버전 +// +// 모든 값을 지정하거나 아래와 같이 '*'를 사용하여 빌드 번호 및 수정 번호를 +// 기본값으로 할 수 있습니다. +// [assembly: AssemblyVersion("1.0.*")] +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/FirstVillainLibrary/UnitySingleton.cs b/FirstVillainLibrary/UnitySingleton.cs new file mode 100644 index 0000000..b820acf --- /dev/null +++ b/FirstVillainLibrary/UnitySingleton.cs @@ -0,0 +1,93 @@ +using UnityEngine; + +namespace FirstVillain.Singleton +{ + public class UnitySingleton : MonoBehaviour where T : UnityEngine.Component + { + private static T _instance = null; + + public static T Instance + { + get + { + if (_instance == null) + { + string name = (typeof(T)).ToString(); + _instance = new GameObject(name).AddComponent(); + } + + return _instance; + } + } + private void Awake() + { + if (_instance != null && _instance != this) + { + Destroy(gameObject); + return; + } + else + { + _instance = this as T; + } + + DontDestroyOnLoad(gameObject); + + AwakeSingleton(); + } + + private void OnDestroy() + { + if (_instance == this) + { + _instance = null; + } + } + + protected virtual void AwakeSingleton() + { } + } + public class UnitySingletonOnce : MonoBehaviour where T : UnityEngine.Component + { + private static T _instance = null; + + public static T Instance + { + get + { + if (_instance == null) + { + string name = (typeof(T)).ToString(); + _instance = new GameObject(name).AddComponent(); + } + + return _instance; + } + } + private void Awake() + { + if (_instance != null && _instance != this) + { + Destroy(gameObject); + return; + } + else + { + _instance = this as T; + } + + AwakeSingleton(); + } + + private void OnDestroy() + { + if (_instance == this) + { + _instance = null; + } + } + + protected virtual void AwakeSingleton() + { } + } +} diff --git a/FirstVillainLibrary/VerticalGridInfiniteScrollView.cs b/FirstVillainLibrary/VerticalGridInfiniteScrollView.cs new file mode 100644 index 0000000..a7f24a0 --- /dev/null +++ b/FirstVillainLibrary/VerticalGridInfiniteScrollView.cs @@ -0,0 +1,123 @@ +using System.Collections; +using UnityEngine; + +namespace FirstVillain.ScrollView +{ + public class VerticalGridInfiniteScrollView : InfiniteScrollView + { + [SerializeField] private bool _isAtTop = true; + [SerializeField] private bool _isAtBottom = true; + [SerializeField] private int _columeCount = 1; + + protected override void OnValueChanged(Vector2 normalizedPosition) + { + if (_columeCount <= 0) + { + _columeCount = 1; + } + float viewportInterval = _scrollRect.viewport.rect.height; + float minViewport = _scrollRect.content.anchoredPosition.y; + Vector2 viewportRange = new Vector2(minViewport, minViewport + viewportInterval); + float contentHeight = _padding.x; + for (int i = 0; i < _dataList.Count; i += _columeCount) + { + for (int j = 0; j < _columeCount; j++) + { + int index = i + j; + if (index >= _dataList.Count) + break; + var visibleRange = new Vector2(contentHeight, contentHeight + _dataList[index].CellSize.y); + if (visibleRange.y < viewportRange.x || visibleRange.x > viewportRange.y) + { + RecycleCell(index); + } + } + contentHeight += _dataList[i].CellSize.y + _spacing; + } + contentHeight = _padding.x; + for (int i = 0; i < _dataList.Count; i += _columeCount) + { + for (int j = 0; j < _columeCount; j++) + { + int index = i + j; + if (index >= _dataList.Count) + break; + var visibleRange = new Vector2(contentHeight, contentHeight + _dataList[index].CellSize.y); + if (visibleRange.y >= viewportRange.x && visibleRange.x <= viewportRange.y) + { + SetupCell(index, new Vector2((_dataList[index].CellSize.x + _spacing) * j, -contentHeight)); + if (visibleRange.y >= viewportRange.x) + _cellList[index].transform.SetAsLastSibling(); + else + _cellList[index].transform.SetAsFirstSibling(); + } + } + contentHeight += _dataList[i].CellSize.y + _spacing; + } + if (_scrollRect.content.sizeDelta.y > viewportInterval) + { + _isAtTop = viewportRange.x + _extendVisibleRange <= _dataList[0].CellSize.y; + _isAtBottom = _scrollRect.content.sizeDelta.y - viewportRange.y + _extendVisibleRange <= _dataList[_dataList.Count - 1].CellSize.y; + } + else + { + _isAtTop = true; + _isAtBottom = true; + } + } + + public sealed override void Refresh() + { + if (!IsInitialized) + { + Initialize(); + } + if (_scrollRect.viewport.rect.height == 0) + StartCoroutine(DelayToRefresh()); + else + DoRefresh(); + } + + private void DoRefresh() + { + float height = _padding.x; + for (int i = 0; i < _dataList.Count; i += _columeCount) + { + height += _dataList[i].CellSize.y + _spacing; + } + for (int i = 0; i < _cellList.Count; i++) + { + RecycleCell(i); + } + height += _padding.y; + _scrollRect.content.sizeDelta = new Vector2(_scrollRect.content.sizeDelta.x, height); + OnValueChanged(_scrollRect.normalizedPosition); + OnRefresh?.Invoke(); + } + + private IEnumerator DelayToRefresh() + { + yield return _waitEndOfFrame; + DoRefresh(); + } + + public override void Snap(int index, float duration) + { + if (!IsInitialized) + return; + if (index >= _dataList.Count) + return; + var rowNumber = index / _columeCount; + var height = _padding.x; + for (int i = 0; i < rowNumber; i++) + { + height += _dataList[i * _columeCount].CellSize.y + _spacing; + } + height = Mathf.Min(_scrollRect.content.rect.height - _scrollRect.viewport.rect.height, height); + if (_scrollRect.content.anchoredPosition.y != height) + { + DoSnapping(new Vector2(0, height), duration); + } + } + } +} \ No newline at end of file diff --git a/FirstVillainLibrary/VerticalInfiniteScrollView.cs b/FirstVillainLibrary/VerticalInfiniteScrollView.cs new file mode 100644 index 0000000..b104445 --- /dev/null +++ b/FirstVillainLibrary/VerticalInfiniteScrollView.cs @@ -0,0 +1,123 @@ +using System.Collections; +using UnityEngine; + +namespace FirstVillain.ScrollView +{ + public class VerticalInfiniteScrollView : InfiniteScrollView + { + [SerializeField] private bool _isAtTop = true; + [SerializeField] private bool _isAtBottom = true; + + public override void Initialize() + { + base.Initialize(); + _isAtTop = true; + _isAtBottom = true; + } + + protected override void OnValueChanged(Vector2 normalizedPosition) + { + if (_dataList.Count == 0) + return; + float viewportInterval = _scrollRect.viewport.rect.height; + float minViewport = _scrollRect.content.anchoredPosition.y; + Vector2 viewportRange = new Vector2(minViewport - _extendVisibleRange, minViewport + viewportInterval + _extendVisibleRange); + float contentHeight = _padding.x; + for (int i = 0; i < _dataList.Count; i++) + { + var visibleRange = new Vector2(contentHeight, contentHeight + _dataList[i].CellSize.y); + if (visibleRange.y < viewportRange.x || visibleRange.x > viewportRange.y) + { + RecycleCell(i); + } + contentHeight += _dataList[i].CellSize.y + _spacing; + } + contentHeight = _padding.x; + for (int i = 0; i < _dataList.Count; i++) + { + var visibleRange = new Vector2(contentHeight, contentHeight + _dataList[i].CellSize.y); + if (visibleRange.y >= viewportRange.x && visibleRange.x <= viewportRange.y) + { + SetupCell(i, new Vector2(0, -contentHeight)); + if (visibleRange.y >= viewportRange.x) + _cellList[i].transform.SetAsLastSibling(); + else + _cellList[i].transform.SetAsFirstSibling(); + } + contentHeight += _dataList[i].CellSize.y + _spacing; + } + if (_scrollRect.content.sizeDelta.y > viewportInterval) + { + _isAtTop = viewportRange.x + _extendVisibleRange <= 0.001f; + _isAtBottom = _scrollRect.content.sizeDelta.y - viewportRange.y + _extendVisibleRange <= 0.001f; + } + else + { + _isAtTop = true; + _isAtBottom = true; + } + } + + public sealed override void Refresh() + { + if (!IsInitialized) + { + Initialize(); + } + if (_scrollRect.viewport.rect.height == 0) + StartCoroutine(DelayToRefresh()); + else + DoRefresh(); + } + + private void DoRefresh() + { + float height = _padding.x; + for (int i = 0; i < _dataList.Count; i++) + { + height += _dataList[i].CellSize.y + _spacing; + } + for (int i = 0; i < _cellList.Count; i++) + { + RecycleCell(i); + } + height += _padding.y; + _scrollRect.content.sizeDelta = new Vector2(_scrollRect.content.sizeDelta.x, height); + OnValueChanged(_scrollRect.normalizedPosition); + OnRefresh?.Invoke(); + } + + private IEnumerator DelayToRefresh() + { + yield return _waitEndOfFrame; + DoRefresh(); + } + + public override void Snap(int index, float duration) + { + if (!IsInitialized) + return; + if (index >= _dataList.Count) + return; + if (_scrollRect.content.rect.height < _scrollRect.viewport.rect.height) + return; + float height = _padding.x; + for (int i = 0; i < index; i++) + { + height += _dataList[i].CellSize.y + _spacing; + } + height = Mathf.Min(_scrollRect.content.rect.height - _scrollRect.viewport.rect.height, height); + if (_scrollRect.content.anchoredPosition.y != height) + { + DoSnapping(new Vector2(0, height), duration); + } + } + + public override void Remove(int index) + { + var removeCell = _dataList[index]; + base.Remove(index); + _scrollRect.content.anchoredPosition -= new Vector2(0, removeCell.CellSize.y + _spacing); + } + } +} \ No newline at end of file diff --git a/FirstVillainLibrary/bin/Debug/FirstVillainLibrary.dll b/FirstVillainLibrary/bin/Debug/FirstVillainLibrary.dll new file mode 100644 index 0000000..dd15d2a Binary files /dev/null and b/FirstVillainLibrary/bin/Debug/FirstVillainLibrary.dll differ diff --git a/FirstVillainLibrary/bin/Debug/FirstVillainLibrary.pdb b/FirstVillainLibrary/bin/Debug/FirstVillainLibrary.pdb new file mode 100644 index 0000000..3daf54c Binary files /dev/null and b/FirstVillainLibrary/bin/Debug/FirstVillainLibrary.pdb differ diff --git a/FirstVillainLibrary/bin/Debug/UnityEngine.CoreModule.dll b/FirstVillainLibrary/bin/Debug/UnityEngine.CoreModule.dll new file mode 100644 index 0000000..63babbb Binary files /dev/null and b/FirstVillainLibrary/bin/Debug/UnityEngine.CoreModule.dll differ diff --git a/FirstVillainLibrary/bin/Debug/UnityEngine.CoreModule.xml b/FirstVillainLibrary/bin/Debug/UnityEngine.CoreModule.xml new file mode 100644 index 0000000..7c54832 --- /dev/null +++ b/FirstVillainLibrary/bin/Debug/UnityEngine.CoreModule.xml @@ -0,0 +1,56039 @@ + + + + + UnityEngine.CoreModule + + + + The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu. + + + + + The order of the component in the component menu (lower is higher to the top). + + + + + Add an item in the Component menu. + + The path to the component. + Where in the component menu to add the new item. + + + + Add an item in the Component menu. + + The path to the component. + Where in the component menu to add the new item. + + + + ActivityIndicator Style (Android Specific). + + + + + Do not show ActivityIndicator. + + + + + Large Inversed (android.R.attr.progressBarStyleLargeInverse). + + + + + Small Inversed (android.R.attr.progressBarStyleSmallInverse). + + + + + Large (android.R.attr.progressBarStyleLarge). + + + + + Small (android.R.attr.progressBarStyleSmall). + + + + + Store a collection of Keyframes that can be evaluated over time. + + + + + All keys defined in the animation curve. + + + + + The number of keys in the curve. (Read Only) + + + + + The behaviour of the animation after the last keyframe. + + + + + The behaviour of the animation before the first keyframe. + + + + + Add a new key to the curve. + + The time at which to add the key (horizontal axis in the curve graph). + The value for the key (vertical axis in the curve graph). + + The index of the added key, or -1 if the key could not be added. + + + + + Add a new key to the curve. + + The key to add to the curve. + + The index of the added key, or -1 if the key could not be added. + + + + + Creates a constant "curve" starting at timeStart, ending at timeEnd, and set to the value value. + + The start time for the constant curve. + The end time for the constant curve. + The value for the constant curve. + + The constant curve created from the specified values. + + + + + Creates an animation curve from an arbitrary number of keyframes. + + An array of Keyframes used to define the curve. + + + + Creates an empty animation curve. + + + + + Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd. + + The start time for the ease curve. + The start value for the ease curve. + The end time for the ease curve. + The end value for the ease curve. + + The ease-in and out curve generated from the specified values. + + + + + Evaluate the curve at time. + + The time within the curve you want to evaluate (the horizontal axis in the curve graph). + + The value of the curve, at the point in time specified. + + + + + A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd. + + The start time for the linear curve. + The start value for the linear curve. + The end time for the linear curve. + The end value for the linear curve. + + The linear curve created from the specified values. + + + + + Removes the keyframe at index and inserts key. + + The index of the key to move. + The key (with its new time) to insert. + + The index of the keyframe after moving it. + + + + + Removes a key. + + The index of the key to remove. + + + + Smooth the in and out tangents of the keyframe at index. + + The index of the keyframe to be smoothed. + The smoothing weight to apply to the keyframe's tangents. + + + + Retrieves the key at index. (Read Only) + + + + + Anisotropic filtering mode. + + + + + Disable anisotropic filtering for all textures. + + + + + Enable anisotropic filtering, as set for each texture. + + + + + Enable anisotropic filtering for all textures. + + + + + Interface to control XCode Frame Capture. + + + + + Begin Capture to the specified file. + + + + + + Begin Capture in XCode frame debugger. + + + + + Begin capture to the specified file at the beginning of the next frame, and end it at the end of the next frame. + + + + + + Begin capture to Xcode at the beginning of the next frame, and end it at the end of the next frame. + + + + + End Capture. + + + + + Is Capture destination supported. + + + + + + Destination of Frame Capture +This is a wrapper for MTLCaptureDestination. + + + + + Capture in XCode itself. + + + + + Capture to a GPU Trace document. + + + + + ReplayKit is only available on certain iPhone, iPad and iPod Touch devices running iOS 9.0 or later. + + + + + A Boolean that indicates whether ReplayKit broadcasting API is available (true means available) (Read Only). +Check the value of this property before making ReplayKit broadcasting API calls. On iOS versions prior to iOS 10, this property will have a value of false. + + + + + A string property that contains an URL used to redirect the user to an on-going or completed broadcast (Read Only). + + + + + Camera enabled status. True, if camera enabled; false otherwise. + + + + + Boolean property that indicates whether a broadcast is currently in progress (Read Only). + + + + + Boolean property that indicates whether a broadcast is currently paused (Read Only). + + + + + A boolean that indicates whether ReplayKit is currently displaying a preview controller. (Read Only) + + + + + A boolean that indicates whether ReplayKit is making a recording (where True means a recording is in progress). (Read Only) + + + + + A string value of the last error incurred by the ReplayKit: Either 'Failed to get Screen Recorder' or 'No recording available'. (Read Only) + + + + + Microphone enabled status. True, if microphone enabled; false otherwise. + + + + + A boolean value that indicates that a new recording is available for preview (where True means available). (Read Only) + + + + + A boolean that indicates whether the ReplayKit API is available (where True means available). (Read Only) + + + + + Function called at the completion of broadcast startup. + + This parameter will be true if the broadcast started successfully and false in the event of an error. + In the event of failure to start a broadcast, this parameter contains the associated error message. + + + + Discard the current recording. + + + A boolean value of True if the recording was discarded successfully or False if an error occurred. + + + + + Hide the camera preview view. + + + + + Pauses current broadcast. +Will pause currently on-going broadcast. If no broadcast is in progress, does nothing. + + + + + Preview the current recording + + + A boolean value of True if the video preview window opened successfully or False if an error occurred. + + + + + Resumes current broadcast. +Will resume currently on-going broadcast. If no broadcast is in progress, does nothing. + + + + + Shows camera preview at coordinates posX and posY. The preview is width by height in size. + + + + + + + + + Initiates and starts a new broadcast +When StartBroadcast is called, user is presented with a broadcast provider selection screen, and then a broadcast setup screen. Once it is finished, a broadcast will be started, and the callback will be invoked. +It will also be invoked in case of any error. + + + A callback for getting the status of broadcast initiation. + Enable or disable the microphone while broadcasting. Enabling the microphone allows you to include user commentary while broadcasting. The default value is false. + Enable or disable the camera while broadcasting. Enabling camera allows you to include user camera footage while broadcasting. The default value is false. To actually include camera footage in your broadcast, you also have to call ShowCameraPreviewAt as well to position the preview view. + + + + Start a new recording. + + Enable or disable the microphone while making a recording. Enabling the microphone allows you to include user commentary while recording. The default value is false. + Enable or disable the camera while making a recording. Enabling camera allows you to include user camera footage while recording. The default value is false. To actually include camera footage in your recording, you also have to call ShowCameraPreviewAt as well to position the preview view. + + A boolean value of True if recording started successfully or False if an error occurred. + + + + + Stops current broadcast. +Will terminate currently on-going broadcast. If no broadcast is in progress, does nothing. + + + + + Stop the current recording. + + + A boolean value of True if recording stopped successfully or False if an error occurred. + + + + + Access to application run-time data. + + + + + The URL of the document. For WebGL, this a web URL. For Android, iOS, or Universal Windows Platform (UWP) this is a deep link URL. (Read Only) + + + + + Priority of background loading thread. + + + + + Returns a GUID for this build (Read Only). + + + + + A unique cloud project identifier. It is unique for every project (Read Only). + + + + + Return application company name (Read Only). + + + + + Returns the path to the console log file, or an empty string if the current platform does not support log files. + + + + + Contains the path to the game data folder on the target device (Read Only). + + + + + This event is raised when an application running on Android, iOS, or the Universal Windows Platform (UWP) is activated using a deep link URL. + + The deep link URL that activated the application. + + + + Defines the delegate to use to register for events in which the focus gained or lost. + + + + + + Returns false if application is altered in any way after it was built. + + + + + Returns true if application integrity can be confirmed. + + + + + Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. + + + + + Returns the name of the store or package that installed the application (Read Only). + + + + + Returns application install mode (Read Only). + + + + + Returns the type of Internet reachability currently possible on the device. + + + + + Returns true when Unity is launched with the -batchmode flag from the command line (Read Only). + + + + + Is the current Runtime platform a known console platform. + + + + + Are we running inside the Unity editor? (Read Only) + + + + + Whether the player currently has focus. Read-only. + + + + + Is some level being loaded? (Read Only) (Obsolete). + + + + + Is the current Runtime platform a known mobile platform. + + + + + Returns true when called in any kind of built Player, or when called in the Editor in Play Mode (Read Only). + + + + + Checks whether splash screen is being shown. + + + + + The total number of levels available (Read Only). + + + + + Note: This is now obsolete. Use SceneManager.GetActiveScene instead. (Read Only). + + + + + The name of the level that was last loaded (Read Only). + + + + + Event that is fired if a log message is received. + + + + + + Event that is fired if a log message is received. + + + + + + This event occurs when your app receives a low-memory notification from the device it is running on. This only occurs when your app is running in the foreground. You can release non-critical assets from memory (such as, textures or audio clips) in response to this in order to avoid the app being terminated. You can also load smaller versions of such assets. Furthermore, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated. + +This event is supported on iOS, Android, and Universal Windows Platform (UWP). + +This event corresponds to the following callbacks on the different platforms: + +- iOS: [UIApplicationDelegate applicationDidReceiveMemoryWarning] + +- Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL) + +- UWP: MemoryManager.AppMemoryUsageIncreased (AppMemoryUsageLevel == OverLimit) + +Note: For UWP, this event will not occur on Desktop and only works on memory constrained devices, such as HoloLens and Xbox One. The OverLimit threshold specified by the OS in this case is so high it is not reasonably possible to reach it and trigger the event. + +Here is an example of handling the callback: + + + + + + Delegate method used to register for "Just Before Render" input updates for VR devices. + + + + + + (Read Only) Contains the path to a persistent data directory. + + + + + Returns the platform the game is running on (Read Only). + + + + + Returns application product name (Read Only). + + + + + Unity raises this event when the player application is quitting. + + + + + + Should the player be running when the application is in the background? + + + + + Returns application running in sandbox (Read Only). + + + + + Obsolete. Use Application.SetStackTraceLogType. + + + + + How many bytes have we downloaded from the main unity web stream (Read Only). + + + + + The path to the StreamingAssets folder (Read Only). + + + + + The language the user's operating system is running in. + + + + + Specifies the frame rate at which Unity tries to render your game. + + + + + Contains the path to a temporary data / cache directory (Read Only). + + + + + The version of the Unity runtime used to play the content. + + + + + Unity raises this event when Player is unloading. + + + + + + Returns application version number (Read Only). + + + + + Unity raises this event when the player application wants to quit. + + + + + + Indicates whether Unity's webplayer security model is enabled. + + + + + Delegate method for fetching advertising ID. + + Advertising ID. + Indicates whether user has chosen to limit ad tracking. + Error message. + + + + Cancels quitting the application. This is useful for showing a splash screen at the end of a game. + + + + + Can the streamed level be loaded? + + + + + + Can the streamed level be loaded? + + + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Calls a function in the web page that contains the WebGL Player. + + Name of the function to call. + Array of arguments passed in the call. + + + + Execution of a script function in the contained web page. + + The Javascript function to call. + + + + Returns an array of feature tags in use for this build. + + + + + Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + + + + + How far has the download progressed? [0...1]. + + + + + + How far has the download progressed? [0...1]. + + + + + + Is Unity activated with the Pro license? + + + + + Check if the user has authorized use of the webcam or microphone in the Web Player. + + + + + + Returns true if the given object is part of the playing world either in any kind of built Player or in Play Mode. + + The object to test. + + True if the object is part of the playing world. + + + + + Note: This is now obsolete. Use SceneManager.LoadScene instead. + + The level to load. + The name of the level to load. + + + + Note: This is now obsolete. Use SceneManager.LoadScene instead. + + The level to load. + The name of the level to load. + + + + Loads a level additively. + + + + + + + Loads a level additively. + + + + + + + Loads the level additively and asynchronously in the background. + + + + + + + Loads the level additively and asynchronously in the background. + + + + + + + Loads the level asynchronously in the background. + + + + + + + Loads the level asynchronously in the background. + + + + + + + Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. + + + + + + + + This is the delegate function when a mobile device notifies of low memory. + + + + + Opens the URL specified, subject to the permissions and limitations of your app’s current platform and environment. This is handled in different ways depending on the nature of the URL, and with different security restrictions, depending on the runtime platform. + + The URL to open. + + + + Quits the player application. + + An optional exit code to return when the player application terminates on Windows, Mac and Linux. Defaults to 0. + + + + Request advertising ID for iOS and Windows Store. + + Delegate method. + + Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked. + + + + + Request authorization to use the webcam or microphone on iOS and WebGL. + + + + + + Set an array of feature tags for this build. + + + + + + Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + + + + + + Unloads the Unity Player. + + + + + Unloads all GameObject associated with the given Scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + + Index of the Scene in the PlayerSettings to unload. + Name of the Scene to Unload. + + Return true if the Scene is unloaded. + + + + + Unloads all GameObject associated with the given Scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + + Index of the Scene in the PlayerSettings to unload. + Name of the Scene to Unload. + + Return true if the Scene is unloaded. + + + + + Application installation mode (Read Only). + + + + + Application installed via ad hoc distribution. + + + + + Application installed via developer build. + + + + + Application running in editor. + + + + + Application installed via enterprise distribution. + + + + + Application installed via online store. + + + + + Application install mode unknown. + + + + + Application sandbox type. + + + + + Application not running in a sandbox. + + + + + Application is running in broken sandbox. + + + + + Application is running in a sandbox. + + + + + Application sandbox type is unknown. + + + + + Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes. + + + + + Constructor. + + + + + The Assert class contains assertion methods for setting invariants in the code. + + + + + Obsolete. Do not use. + + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Return true when the condition is false. Otherwise return false. + + true or false. + The string used to describe the result of the Assert. + + + + Return true when the condition is false. Otherwise return false. + + true or false. + The string used to describe the result of the Assert. + + + + Assert that the value is not null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert that the value is not null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert that the value is not null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert the value is null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert the value is null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert the value is null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Asserts that the condition is true. + + The string used to describe the Assert. + true or false. + + + + Asserts that the condition is true. + + The string used to describe the Assert. + true or false. + + + + An exception that is thrown when an assertion fails. + + + + + A float comparer used by Assertions.Assert performing approximate comparison. + + + + + Default epsilon used by the comparer. + + + + + Default instance of a comparer class with deafult error epsilon and absolute error check. + + + + + Performs equality check with absolute error check. + + Expected value. + Actual value. + Comparison error. + + Result of the comparison. + + + + + Performs equality check with relative error check. + + Expected value. + Actual value. + Comparison error. + + Result of the comparison. + + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + An extension class that serves as a wrapper for the Assert class. + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreEqual. + + + + + + + + An extension method for Assertions.Assert.AreEqual. + + + + + + + + An extension method for Assertions.Assert.IsFalse. + + + + + + + An extension method for Assertions.Assert.IsFalse. + + + + + + + An extension method for Assertions.Assert.IsNull. + + + + + + + An extension method for Assertions.Assert.IsNull. + + + + + + + An extension method for Assertions.Assert.IsTrue. + + + + + + + An extension method for Assertions.Assert.IsTrue. + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotEqual. + + + + + + + + An extension method for Assertions.Assert.AreNotEqual. + + + + + + + + An extension method for Assertions.Assert.AreNotNull. + + + + + + + An extension method for Assertions.Assert.AreNotNull. + + + + + + + Asynchronous operation coroutine. + + + + + Allow Scenes to be activated as soon as it is ready. + + + + + Event that is invoked upon operation completion. An event handler that is registered in the same frame as the call that creates it will be invoked next frame, even if the operation is able to complete synchronously. If a handler is registered after the operation has completed and has already invoked the complete event, the handler will be called synchronously. + + Action<AsyncOperation> handler - function signature for completion event handler. + + + + Has the operation finished? (Read Only) + + + + + Priority lets you tweak in which order async operation calls will be performed. + + + + + What's the operation's progress. (Read Only) + + + + + Type of the imported(native) data. + + + + + Acc - not supported. + + + + + Aiff. + + + + + iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure. + + + + + Impulse tracker. + + + + + Protracker / Fasttracker MOD. + + + + + MP2/MP3 MPEG. + + + + + Ogg vorbis. + + + + + ScreamTracker 3. + + + + + 3rd party / unknown plugin format. + + + + + VAG. + + + + + Microsoft WAV. + + + + + FastTracker 2 XM. + + + + + Xbox360 XMA. + + + + + Enumeration for SystemInfo.batteryStatus which represents the current status of the device's battery. + + + + + Device is plugged in and charging. + + + + + Device is unplugged and discharging. + + + + + Device is plugged in and the battery is full. + + + + + Device is plugged in, but is not charging. + + + + + The device's battery status cannot be determined. If battery status is not available on your target platform, SystemInfo.batteryStatus will return this value. + + + + + Use this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender. + + + + + The order, lowest to highest, that the Application.onBeforeRender event recievers will be called in. + + + + + When applied to methods, specifies the order called during Application.onBeforeRender events. + + The sorting order, sorted lowest to highest. + + + + Behaviours are Components that can be enabled or disabled. + + + + + Enabled Behaviours are Updated, disabled Behaviours are not. + + + + + Reports whether a GameObject and its associated Behaviour is active and enabled. + + + + + BillboardAsset describes how a billboard is rendered. + + + + + Height of the billboard that is below ground. + + + + + Height of the billboard. + + + + + Number of pre-rendered images that can be switched when the billboard is viewed from different angles. + + + + + Number of indices in the billboard mesh. + + + + + The material used for rendering. + + + + + Number of vertices in the billboard mesh. + + + + + Width of the billboard. + + + + + Constructs a new BillboardAsset. + + + + + Get the array of billboard image texture coordinate data. + + The list that receives the array. + + + + Get the array of billboard image texture coordinate data. + + The list that receives the array. + + + + Get the indices of the billboard mesh. + + The list that receives the array. + + + + Get the indices of the billboard mesh. + + The list that receives the array. + + + + Get the vertices of the billboard mesh. + + The list that receives the array. + + + + Get the vertices of the billboard mesh. + + The list that receives the array. + + + + Set the array of billboard image texture coordinate data. + + The array of data to set. + + + + Set the array of billboard image texture coordinate data. + + The array of data to set. + + + + Set the indices of the billboard mesh. + + The array of data to set. + + + + Set the indices of the billboard mesh. + + The array of data to set. + + + + Set the vertices of the billboard mesh. + + The array of data to set. + + + + Set the vertices of the billboard mesh. + + The array of data to set. + + + + Renders a billboard from a BillboardAsset. + + + + + The BillboardAsset to render. + + + + + Constructor. + + + + + The BitStream class represents seralized variables, packed into a stream. + + + + + Is the BitStream currently being read? (Read Only) + + + + + Is the BitStream currently being written? (Read Only) + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Describes 4 skinning bone weights that affect a vertex in a mesh. + + + + + Index of first bone. + + + + + Index of second bone. + + + + + Index of third bone. + + + + + Index of fourth bone. + + + + + Skinning weight for first bone. + + + + + Skinning weight for second bone. + + + + + Skinning weight for third bone. + + + + + Skinning weight for fourth bone. + + + + + Describes a bone weight that affects a vertex in a mesh. + + + + + Index of bone. + + + + + Skinning weight for bone. + + + + + Describes a single bounding sphere for use by a CullingGroup. + + + + + The position of the center of the BoundingSphere. + + + + + The radius of the BoundingSphere. + + + + + Initializes a BoundingSphere. + + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). + + + + Initializes a BoundingSphere. + + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). + + + + Represents an axis aligned bounding box. + + + + + The center of the bounding box. + + + + + The extents of the Bounding Box. This is always half of the size of the Bounds. + + + + + The maximal point of the box. This is always equal to center+extents. + + + + + The minimal point of the box. This is always equal to center-extents. + + + + + The total size of the box. This is always twice as large as the extents. + + + + + The closest point on the bounding box. + + Arbitrary point. + + The point on the bounding box or inside the bounding box. + + + + + Is point contained in the bounding box? + + + + + + Creates a new Bounds. + + The location of the origin of the Bounds. + The dimensions of the Bounds. + + + + Grows the Bounds to include the point. + + + + + + Grow the bounds to encapsulate the bounds. + + + + + + Expand the bounds by increasing its size by amount along each side. + + + + + + Expand the bounds by increasing its size by amount along each side. + + + + + + Does ray intersect this bounding box? + + + + + + Does ray intersect this bounding box? + + + + + + + Does another bounding box intersect with this bounding box? + + + + + + Sets the bounds to the min and max value of the box. + + + + + + + The smallest squared distance between the point and this bounding box. + + + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Represents an axis aligned bounding box with all values as integers. + + + + + A BoundsInt.PositionCollection that contains all positions within the BoundsInt. + + + + + The center of the bounding box. + + + + + The maximal point of the box. + + + + + The minimal point of the box. + + + + + The position of the bounding box. + + + + + The total size of the box. + + + + + X value of the minimal point of the box. + + + + + The maximal x point of the box. + + + + + The minimal x point of the box. + + + + + Y value of the minimal point of the box. + + + + + The maximal y point of the box. + + + + + The minimal y point of the box. + + + + + Z value of the minimal point of the box. + + + + + The maximal z point of the box. + + + + + The minimal z point of the box. + + + + + Clamps the position and size of this bounding box to the given bounds. + + Bounds to clamp to. + + + + Is point contained in the bounding box? + + Point to check. + + Is point contained in the bounding box? + + + + + Is point contained in the bounding box? + + Point to check. + + Is point contained in the bounding box? + + + + + An iterator that allows you to iterate over all positions within the BoundsInt. + + + + + Current position of the enumerator. + + + + + Returns this as an iterator that allows you to iterate over all positions within the BoundsInt. + + + This BoundsInt.PositionEnumerator. + + + + + Moves the enumerator to the next position. + + + Whether the enumerator has successfully moved to the next position. + + + + + Resets this enumerator to its starting state. + + + + + Sets the bounds to the min and max value of the box. + + + + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Data structure for cache. Please refer to See Also:Caching.AddCache for more information. + + + + + The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. + + + + + Returns the index of the cache in the cache list. + + + + + Allows you to specify the total number of bytes that can be allocated for the cache. + + + + + Returns the path of the cache. + + + + + Returns true if the cache is readonly. + + + + + Returns true if the cache is ready. + + + + + Returns the number of currently unused bytes in the cache. + + + + + Returns the used disk space in bytes. + + + + + Returns true if the cache is valid. + + + + + Removes all cached content in the cache that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + Returns True when cache clearing succeeded. + + + + + Removes all cached content in the cache that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + Returns True when cache clearing succeeded. + + + + + Data structure for downloading AssetBundles to a customized cache path. See Also:UnityWebRequestAssetBundle.GetAssetBundle for more information. + + + + + Hash128 which is used as the version of the AssetBundle. + + + + + AssetBundle name which is used as the customized cache path. + + + + + The Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequestAssetBundle.GetAssetBundle(). + + + + + Returns the cache count in the cache list. + + + + + Controls compression of cache data. Enabled by default. + + + + + Gets or sets the current cache in which AssetBundles should be cached. + + + + + Returns the default cache which is added by Unity internally. + + + + + Returns true if Caching system is ready for use. + + + + + Add a cache with the given path. + + Path to the cache folder. + + + + Removes all the cached versions of the given AssetBundle from the cache. + + The AssetBundle name. + + Returns true when cache clearing succeeded. + + + + + Removes all AssetBundle content that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + True when cache clearing succeeded, false if cache was in use. + + + + + Removes all AssetBundle content that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + True when cache clearing succeeded, false if cache was in use. + + + + + Removes the given version of the AssetBundle. + + The AssetBundle name. + Version needs to be cleaned. + + Returns true when cache clearing succeeded. Can return false if any cached bundle is in use. + + + + + Removes all the cached versions of the AssetBundle from the cache, except for the specified version. + + The AssetBundle name. + Version needs to be kept. + + Returns true when cache clearing succeeded. + + + + + Returns all paths of the cache in the cache list. + + List of all the cache paths. + + + + Returns the Cache at the given position in the cache list. + + Index of the cache to get. + + A reference to the Cache at the index specified. + + + + + Returns the Cache that has the given cache path. + + The cache path. + + A reference to the Cache with the given path. + + + + + Returns all cached versions of the given AssetBundle. + + The AssetBundle name. + List of all the cached version. + + + + Checks if an AssetBundle is cached. + + Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically. + Version The version number of the AssetBundle to check for. Negative values are not allowed. + + + + True if an AssetBundle matching the url and version parameters has previously been loaded using UnityWebRequestAssetBundle.GetAssetBundle() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API. + + + + + Bumps the timestamp of a cached file to be the current time. + + + + + + + Moves the source Cache after the destination Cache in the cache list. + + The Cache to move. + The Cache which should come before the source Cache in the cache list. + + + + Moves the source Cache before the destination Cache in the cache list. + + The Cache to move. + The Cache which should come after the source Cache in the cache list. + + + + Removes the Cache from cache list. + + The Cache to be removed. + + Returns true if the Cache is removed. + + + + + A Camera is a device through which the player views the world. + + + + + Gets the temporary RenderTexture target for this Camera. + + + + + The rendering path that is currently being used (Read Only). + + + + + Returns all enabled cameras in the Scene. + + + + + The number of cameras in the current Scene. + + + + + Dynamic Resolution Scaling. + + + + + High dynamic range rendering. + + + + + MSAA rendering. + + + + + Determines whether the stereo view matrices are suitable to allow for a single pass cull. + + + + + The aspect ratio (width divided by height). + + + + + The color with which the screen will be cleared. + + + + + Matrix that transforms from camera space to world space (Read Only). + + + + + Identifies what kind of camera this is, using the CameraType enum. + + + + + How the camera clears the background. + + + + + Should the camera clear the stencil buffer after the deferred light pass? + + + + + Number of command buffers set up on this camera (Read Only). + + + + + This is used to render parts of the Scene selectively. + + + + + Sets a custom matrix for the camera to use for all culling queries. + + + + + The camera we are currently rendering with, for low-level render control only (Read Only). + + + + + Camera's depth in the camera rendering order. + + + + + How and if camera generates a depth texture. + + + + + Mask to select which layers can trigger events on the camera. + + + + + The distance of the far clipping plane from the Camera, in world units. + + + + + The vertical field of view of the Camera, in degrees. + + + + + The camera focal length, expressed in millimeters. To use this property, enable UsePhysicalProperties. + + + + + Should camera rendering be forced into a RenderTexture. + + + + + There are two gates for a camera, the sensor gate and the resolution gate. The physical camera sensor gate is defined by the sensorSize property, the resolution gate is defined by the render target area. + + + + + High dynamic range rendering. + + + + + Per-layer culling distances. + + + + + How to perform per-layer culling for a Camera. + + + + + The lens offset of the camera. The lens shift is relative to the sensor size. For example, a lens shift of 0.5 offsets the sensor by half its horizontal size. + + + + + The first enabled Camera component that is tagged "MainCamera" (Read Only). + + + + + The distance of the near clipping plane from the the Camera, in world units. + + + + + Get or set the raw projection matrix with no camera offset (no jittering). + + + + + Delegate that you can use to execute custom code after a Camera renders the scene. + + + + + Delegate that you can use to execute custom code before a Camera culls the scene. + + + + + Delegate that you can use to execute custom code before a Camera renders the scene. + + + + + Opaque object sorting mode. + + + + + Is the camera orthographic (true) or perspective (false)? + + + + + Camera's half-size when in orthographic mode. + + + + + Sets the culling mask used to determine which objects from which Scenes to draw. +See EditorSceneManager.SetSceneCullingMask. + + + + + How tall is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). + + + + + Where on the screen is the camera rendered in pixel coordinates. + + + + + How wide is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). + + + + + Get the view projection matrix used on the last frame. + + + + + Set a custom projection matrix. + + + + + Where on the screen is the camera rendered in normalized coordinates. + + + + + The rendering path that should be used, if possible. + + + + + How tall is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). + + + + + How wide is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). + + + + + If not null, the camera will only render the contents of the specified Scene. + + + + + The size of the camera sensor, expressed in millimeters. + + + + + Returns the eye that is currently rendering. +If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. + +If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. + +If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left. + + + + + Distance to a point where virtual eyes converge. + + + + + Stereoscopic rendering. + + + + + Render only once and use resulting image for both eyes. + + + + + The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect. + + + + + Defines which eye of a VR display the Camera renders into. + + + + + Set the target display for this Camera. + + + + + Destination render texture. + + + + + An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. + + + + + Transparent object sorting mode. + + + + + Should the jittered matrix be used for transparency rendering? + + + + + Whether or not the Camera will use occlusion culling during rendering. + + + + + Enable usePhysicalProperties to use physical camera properties to compute the field of view and the frustum. + + + + + Get the world-space speed of the camera (Read Only). + + + + + Matrix that transforms from world to camera space. + + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. + + The point during the graphics processing at which this command buffer should commence on the GPU. + The buffer to execute. + The desired async compute queue type to execute the buffer on. + + + + Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth. + + Normalized viewport coordinates to use for the frustum calculation. + Z-depth from the camera origin at which the corners will be calculated. + Camera eye projection matrix to use. + Output array for the frustum corner vectors. Cannot be null and length must be >= 4. + + + + Calculates and returns oblique near-plane projection matrix. + + Vector4 that describes a clip plane. + + Oblique near-plane projection matrix. + + + + + + Calculates the projection matrix from focal length, sensor size, lens shift, near plane distance, far plane distance, and Gate fit parameters. + To calculate the projection matrix without taking Gate fit into account, use Camera.GateFitMode.None . See Also: Camera.GateFitParameters + + + The calculated matrix. + Focal length in millimeters. + Sensor dimensions in Millimeters. + Lens offset relative to the sensor size. + Near plane distance. + Far plane distance. + Gate fit parameters to use. See Camera.GateFitParameters. + + + + Delegate type for camera callbacks. + + + + + + Makes this camera's settings match other camera. + + Copy camera settings to the other camera. + + + + Sets the non-jittered projection matrix, sourced from the VR SDK. + + Specifies the stereoscopic eye whose non-jittered projection matrix will be sourced from the VR SDK. + + + + + Enumerates which axis to use when expressing the value for the field of view. + The default value is Camera.FieldOfViewAxis.Vertical. + + + + + Specifies the field of view as horizontal. + + + + + Specifies the field of view as vertical. + + + + + Converts field of view to focal length. Use either sensor height and vertical field of view or sensor width and horizontal field of view. + + field of view in degrees. + Sensor size in millimeters. + + Focal length in millimeters. + + + + + Converts focal length to field of view. + + Focal length in millimeters. + Sensor size in millimeters. Use the sensor height to get the vertical field of view. Use the sensor width to get the horizontal field of view. + + field of view in degrees. + + + + + Enum used to specify how the sensor gate (sensor frame) defined by Camera.sensorSize fits into the resolution gate (render frame). + + + + + + Automatically selects a horizontal or vertical fit so that the sensor gate fits completely inside the resolution gate. + + + + + + + Fit the resolution gate horizontally within the sensor gate. + + + + + + + Stretch the sensor gate to fit exactly into the resolution gate. + + + + + + + Automatically selects a horizontal or vertical fit so that the render frame fits completely inside the resolution gate. + + + + + + + Fit the resolution gate vertically within the sensor gate. + + + + + + Wrapper for gate fit parameters + + + + + Aspect ratio of the resolution gate. + + + + + GateFitMode to use. See Camera.GateFitMode. + + + + + Wrapper for gate fit parameters. + + + + + + + Fills an array of Camera with the current cameras in the Scene, without allocating a new array. + + An array to be filled up with cameras currently in the Scene. + + + + Get command buffers to be executed at a specified place. + + When to execute the command buffer during rendering. + + Array of command buffers. + + + + + + Retrieves the effective vertical field of view of the camera, including GateFit. + Fitting the sensor gate and the resolution gate has an impact on the final field of view. If the sensor gate aspect ratio is the same as the resolution gate aspect ratio or if the camera is not in physical mode, then this method returns the same value as the fieldofview property. + + + + Returns the effective vertical field of view. + + + + + + Retrieves the effective lens offset of the camera, including GateFit. + Fitting the sensor gate and the resolution gate has an impact on the final obliqueness of the projection. If the sensor gate aspect ratio is the same as the resolution gate aspect ratio, then this method returns the same value as the lenshift property. If the camera is not in physical mode, then this methods returns Vector2.zero. + + + + Returns the effective lens shift value. + + + + + Gets the non-jittered projection matrix of a specific left or right stereoscopic eye. + + Specifies the stereoscopic eye whose non-jittered projection matrix needs to be returned. + + The non-jittered projection matrix of the specified stereoscopic eye. + + + + + Gets the projection matrix of a specific left or right stereoscopic eye. + + Specifies the stereoscopic eye whose projection matrix needs to be returned. + + The projection matrix of the specified stereoscopic eye. + + + + + Gets the left or right view matrix of a specific stereoscopic eye. + + Specifies the stereoscopic eye whose view matrix needs to be returned. + + The view matrix of the specified stereoscopic eye. + + + + + Converts the horizontal field of view (FOV) to the vertical FOV, based on the value of the aspect ratio parameter. + + The horizontal FOV value in degrees. + The aspect ratio value used for the conversion + + + + + A Camera eye corresponding to the left or right human eye for stereoscopic rendering, or neither for non-stereoscopic rendering. + +A single Camera can render both left and right views in a single frame. Therefore, this enum describes which eye the Camera is currently rendering when returned by Camera.stereoActiveEye during a rendering callback (such as Camera.OnRenderImage), or which eye to act on when passed into a function. + +The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereoscopicEye.Left may be returned by some methods or properties when called outside of rendering if stereoscopic rendering is enabled. + + + + + Camera eye corresponding to stereoscopic rendering of the left eye. + + + + + Camera eye corresponding to non-stereoscopic rendering. + + + + + Camera eye corresponding to stereoscopic rendering of the right eye. + + + + + Remove all command buffers set on this camera. + + + + + Remove command buffer from execution at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Remove command buffers from execution at a specified place. + + When to execute the command buffer during rendering. + + + + Render the camera manually. + + + + + A request that can be used for making specific rendering requests. + + + + + Is this request properly formed. + + + + + The type of request. + + + + + Defines in which space render requests will be be outputted. + + + + + The result of the request. + + + + + Modes available for submitting when making a render request. + + + + + The render request outputs the materials albedo / base color. + + + + + The render request outputs a depth value. + + + + + The render request outputs the materials diffuse color. + + + + + The render request outputs the materials emission value. + + + + + The render request outputs an entity id. + + + + + The render outputs the materials metal value. + + + + + Default value for a request. + + + + + The render request outputs the per pixel normal. + + + + + The render request outputs an object InstanceID buffer. + + + + + The render request returns the material ambient occlusion buffer. + + + + + The render request returns the materials smoothness buffer. + + + + + The render request returns the materials specular color buffer. + + + + + The render request outputs the interpolated vertex normal. + + + + + The render request outputs a world position buffer. + + + + + Defines in which space render requests will be be outputted. + + + + + RenderRequests will be rendered in screenspace from the perspective of the camera. + + + + + RenderRequests will be outputted in UV 0 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 1 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 2 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 3 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 4 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 5 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 6 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 7 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 8 space of the rendered mesh. + + + + + Render into a static cubemap from this camera. + + The cube map to render to. + A bitmask which determines which of the six faces are rendered to. + + False if rendering fails, else true. + + + + + Render into a cubemap from this camera. + + A bitfield indicating which cubemap faces should be rendered into. + The texture to render to. + + False if rendering fails, else true. + + + + + Render one side of a stereoscopic 360-degree image into a cubemap from this camera. + + The texture to render to. + A bitfield indicating which cubemap faces should be rendered into. Set to the integer value 63 to render all faces. + A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for non-stereoscopic rendering. + + False if rendering fails, else true. + + + + + Render the camera with shader replacement. + + + + + + + Revert all camera parameters to default. + + + + + Revert the aspect ratio to the screen's aspect ratio. + + + + + Make culling queries reflect the camera's built in parameters. + + + + + Reset to the default field of view. + + + + + Make the projection reflect normal camera's parameters. + + + + + Remove shader replacement from camera. + + + + + Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes. + + + + + Reset the camera to using the Unity computed view matrices for all stereoscopic eyes. + + + + + Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera. + + + + + Make the rendering position reflect the camera's position in the Scene. + + + + + Returns a ray going from camera through a screen point. + + A 3D point, with the x and y coordinates containing a 2D screenspace point in pixels. The lower left pixel of the screen is (0,0). The upper right pixel of the screen is (screen width in pixels - 1, screen height in pixels - 1). Unity ignores the z coordinate. + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + Returns a ray going from camera through a screen point. + + A 3D point, with the x and y coordinates containing a 2D screenspace point in pixels. The lower left pixel of the screen is (0,0). The upper right pixel of the screen is (screen width in pixels - 1, screen height in pixels - 1). Unity ignores the z coordinate. + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + Transforms position from screen space into viewport space. + + + + + + Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy. + + A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane). + By default, Camera.MonoOrStereoscopicEye.Mono. Can be set to Camera.MonoOrStereoscopicEye.Left or Camera.MonoOrStereoscopicEye.Right for use in stereoscopic rendering (e.g., for VR). + + The worldspace point created by converting the screen space point at the provided distance z from the camera plane. + + + + + Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy. + + A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane). + By default, Camera.MonoOrStereoscopicEye.Mono. Can be set to Camera.MonoOrStereoscopicEye.Left or Camera.MonoOrStereoscopicEye.Right for use in stereoscopic rendering (e.g., for VR). + + The worldspace point created by converting the screen space point at the provided distance z from the camera plane. + + + + + Make the camera render with shader replacement. + + + + + + + Sets custom projection matrices for both the left and right stereoscopic eyes. + + Projection matrix for the stereoscopic left eye. + Projection matrix for the stereoscopic right eye. + + + + Sets a custom projection matrix for a specific stereoscopic eye. + + Specifies the stereoscopic eye whose projection matrix needs to be set. + The matrix to be set. + + + + Set custom view matrices for both eyes. + + View matrix for the stereo left eye. + View matrix for the stereo right eye. + + + + Sets a custom view matrix for a specific stereoscopic eye. + + Specifies the stereoscopic view matrix to set. + The matrix to be set. + + + + Sets the Camera to render to the chosen buffers of one or more RenderTextures. + + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. + + + + Sets the Camera to render to the chosen buffers of one or more RenderTextures. + + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. + + + + Enum used to specify either the left or the right eye of a stereoscopic camera. + + + + + Specifies the target to be the left eye. + + + + + Specifies the target to be the right eye. + + + + + Submit a number of Camera.RenderRequests. + + Requests. + + + + Get culling parameters for a camera. + + Resultant culling parameters. + Generate single-pass stereo aware culling parameters. + + Flag indicating whether culling parameters are valid. + + + + + Get culling parameters for a camera. + + Resultant culling parameters. + Generate single-pass stereo aware culling parameters. + + Flag indicating whether culling parameters are valid. + + + + + Converts the vertical field of view (FOV) to the horizontal FOV, based on the value of the aspect ratio parameter. + + The vertical FOV value in degrees. + The aspect ratio value used for the conversion + + + + Returns a ray going from camera through a viewport point. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Returns a ray going from camera through a viewport point. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from viewport space into screen space. + + + + + + Transforms position from viewport space into world space. + + The 3d vector in Viewport space. + + The 3d vector in World space. + + + + + Transforms position from world space into screen space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from world space into screen space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from world space into viewport space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from world space into viewport space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Values for Camera.clearFlags, determining what to clear when rendering a Camera. + + + + + Clear only the depth buffer. + + + + + Don't clear anything. + + + + + Clear with the skybox. + + + + + Clear with a background color. + + + + + Describes different types of camera. + + + + + Used to indicate a regular in-game camera. + + + + + Used to indicate a camera that is used for rendering previews in the Editor. + + + + + Used to indicate a camera that is used for rendering reflection probes. + + + + + Used to indicate that a camera is used for rendering the Scene View in the Editor. + + + + + Used to indicate that a camera is used for rendering VR (in edit mode) in the Editor. + + + + + Representation of RGBA colors. + + + + + Alpha component of the color (0 is transparent, 1 is opaque). + + + + + Blue component of the color. + + + + + Solid black. RGBA is (0, 0, 0, 1). + + + + + Solid blue. RGBA is (0, 0, 1, 1). + + + + + Completely transparent. RGBA is (0, 0, 0, 0). + + + + + Cyan. RGBA is (0, 1, 1, 1). + + + + + Green component of the color. + + + + + A version of the color that has had the gamma curve applied. + + + + + Gray. RGBA is (0.5, 0.5, 0.5, 1). + + + + + The grayscale value of the color. (Read Only) + + + + + Solid green. RGBA is (0, 1, 0, 1). + + + + + English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1). + + + + + A linear value of an sRGB color. + + + + + Magenta. RGBA is (1, 0, 1, 1). + + + + + Returns the maximum color component value: Max(r,g,b). + + + + + Red component of the color. + + + + + Solid red. RGBA is (1, 0, 0, 1). + + + + + Solid white. RGBA is (1, 1, 1, 1). + + + + + Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at! + + + + + Constructs a new Color with given r,g,b,a components. + + Red component. + Green component. + Blue component. + Alpha component. + + + + Constructs a new Color with given r,g,b components and sets a to 1. + + Red component. + Green component. + Blue component. + + + + Creates an RGB colour from HSV input. + + Hue [0..1]. + Saturation [0..1]. + Brightness value [0..1]. + Output HDR colours. If true, the returned colour will not be clamped to [0..1]. + + An opaque colour with HSV matching the input. + + + + + Creates an RGB colour from HSV input. + + Hue [0..1]. + Saturation [0..1]. + Brightness value [0..1]. + Output HDR colours. If true, the returned colour will not be clamped to [0..1]. + + An opaque colour with HSV matching the input. + + + + + Colors can be implicitly converted to and from Vector4. + + + + + + Colors can be implicitly converted to and from Vector4. + + + + + + Linearly interpolates between colors a and b by t. + + Color a. + Color b. + Float for combining a and b. + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Divides color a by the float b. Each color component is scaled separately. + + + + + + + Subtracts color b from color a. Each component is subtracted separately. + + + + + + + Multiplies two colors together. Each component is multiplied separately. + + + + + + + Multiplies color a by the float b. Each color component is scaled separately. + + + + + + + Multiplies color a by the float b. Each color component is scaled separately. + + + + + + + Adds two colors together. Each component is added separately. + + + + + + + Calculates the hue, saturation and value of an RGB input color. + + An input color. + Output variable for hue. + Output variable for saturation. + Output variable for value. + + + + Access the r, g, b,a components using [0], [1], [2], [3] respectively. + + + + + Returns a formatted string of this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string of this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string of this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of RGBA colors in 32 bit format. + + + + + Alpha component of the color. + + + + + Blue component of the color. + + + + + Green component of the color. + + + + + Red component of the color. + + + + + Constructs a new Color32 with given r, g, b, a components. + + + + + + + + + Color32 can be implicitly converted to and from Color. + + + + + + Color32 can be implicitly converted to and from Color. + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Access the red (r), green (g), blue (b), and alpha (a) color components using [0], [1], [2], [3] respectively. + + + + + Returns a formatted string for this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Represents a color gamut. + + + + + sRGB color gamut. + + + + + Display-P3 color gamut. + + + + + DolbyHDR high dynamic range color gamut. + + + + + HDR10 high dynamic range color gamut. + + + + + Rec. 2020 color gamut. + + + + + Rec. 709 color gamut. + + + + + Color space for player settings. + + + + + Gamma color space. + + + + + Linear color space. + + + + + Uninitialized color space. + + + + + Attribute used to configure the usage of the ColorField and Color Picker for a color. + + + + + If set to true the Color is treated as a HDR color. + + + + + Maximum allowed HDR color component value when using the HDR Color Picker. + + + + + Maximum exposure value allowed in the HDR Color Picker. + + + + + Minimum allowed HDR color component value when using the Color Picker. + + + + + Minimum exposure value allowed in the HDR Color Picker. + + + + + If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker. + + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + A collection of common color functions. + + + + + Returns the color as a hexadecimal string in the format "RRGGBB". + + The color to be converted. + + Hexadecimal string representing the color. + + + + + Returns the color as a hexadecimal string in the format "RRGGBBAA". + + The color to be converted. + + Hexadecimal string representing the color. + + + + + Attempts to convert a html color string. + + Case insensitive html string to be converted into a color. + The converted color. + + True if the string was successfully converted else false. + + + + + Struct used to describe meshes to be combined using Mesh.CombineMeshes. + + + + + The baked lightmap UV scale and offset applied to the Mesh. + + + + + Mesh to combine. + + + + + The real-time lightmap UV scale and offset applied to the Mesh. + + + + + Sub-Mesh index of the Mesh. + + + + + Matrix to transform the Mesh with before combining. + + + + + Base class for everything attached to a GameObject. + + + + + The Animation attached to this GameObject. (Null if there is none attached). + + + + + The AudioSource attached to this GameObject. (Null if there is none attached). + + + + + The Camera attached to this GameObject. (Null if there is none attached). + + + + + The Collider attached to this GameObject. (Null if there is none attached). + + + + + The Collider2D component attached to the object. + + + + + The ConstantForce attached to this GameObject. (Null if there is none attached). + + + + + The game object this component is attached to. A component is always attached to a game object. + + + + + The HingeJoint attached to this GameObject. (Null if there is none attached). + + + + + The Light attached to this GameObject. (Null if there is none attached). + + + + + The NetworkView attached to this GameObject (Read Only). (null if there is none attached). + + + + + The ParticleSystem attached to this GameObject. (Null if there is none attached). + + + + + The Renderer attached to this GameObject. (Null if there is none attached). + + + + + The Rigidbody attached to this GameObject. (Null if there is none attached). + + + + + The Rigidbody2D that is attached to the Component's GameObject. + + + + + The tag of this game object. + + + + + The Transform attached to this GameObject. + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Checks the GameObject's tag against the defined tag. + + The tag to compare. + + Returns true if GameObject has same tag. Returns false otherwise. + + + + + Returns the component of type if the GameObject has one attached. + + The type of Component to retrieve. + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + + A Component of the matching type, otherwise null if no Component is found. + + + + + To improve the performance of your code, consider using GetComponent with a type instead of a string. + + The name of the type of Component to get. + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns all components of Type type in the GameObject. + + The type of Component to retrieve. + + + + Generic version of this method. + + + + + Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set. includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. Default is false. + + + + Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set. includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. Default is false. + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. + + A list of all found components matching the specified type. + + + + + Generic version of this method. + + + A list of all found components matching the specified type. + + + + + Returns all components of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should inactive Components be included in the found set? + + + + Generic version of this method. + + Should inactive Components be included in the found set? + + + + Generic version of this method. + + Should inactive Components be included in the found set? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Gets the component of the specified type, if it exists. + + The type of the component to retrieve. + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + Gets the component of the specified type, if it exists. + + The type of the component to retrieve. + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + GPU data buffer, mostly for use with compute shaders. + + + + + Number of elements in the buffer (Read Only). + + + + + The debug label for the compute buffer (setter only). + + + + + Size of one element in the buffer (Read Only). + + + + + Begins a write operation to the buffer + + Offset in number of elements to which the write operation will occur + Maximum number of elements which will be written + + A NativeArray of size count + + + + + Copy counter value of append/consume buffer into another buffer. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + Usage mode of the buffer, default is ComputeBufferModeImmutable. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + Usage mode of the buffer, default is ComputeBufferModeImmutable. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + Usage mode of the buffer, default is ComputeBufferModeImmutable. + + + + Ends a write operation to the buffer + + Number of elements written to the buffer. Counted from the first element. + + + + Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types. + + An array to receive the data. + + + + Partial read of data values from the buffer into an array. + + An array to receive the data. + The first element index in data where retrieved elements are copied. + The first element index of the compute buffer from which elements are read. + The number of elements to retrieve. + + + + Retrieve a native (underlying graphics API) pointer to the buffer. + + + Pointer to the underlying graphics API buffer. + + + + + Returns true if this compute buffer is valid and false otherwise. + + + + + Release a Compute Buffer. + + + + + Sets counter value of append/consume buffer. + + Value of the append/consume counter. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + + + + + Intended usage of the buffer. + + + + + Legacy mode, do not use. + + + + + Dynamic buffer. + + + + + Static buffer, only initial upload allowed by the CPU + + + + + Stream Out / Transform Feedback output buffer. Internal use only. + + + + + Dynamic, unsynchronized access to the buffer. + + + + + ComputeBuffer type. + + + + + Append-consume ComputeBuffer type. + + + + + ComputeBuffer that you can use as a constant buffer (uniform buffer). + + + + + ComputeBuffer with a counter. + + + + + Default ComputeBuffer type (structured buffer). + + + + + ComputeBuffer used for Graphics.DrawProceduralIndirect, ComputeShader.DispatchIndirect or Graphics.DrawMeshInstancedIndirect arguments. + + + + + Raw ComputeBuffer type (byte address buffer). + + + + + ComputeBuffer that you can use as a structured buffer. + + + + + Compute Shader asset. + + + + + An array containing the local shader keywords that are currently enabled for this compute shader. + + + + + The local keyword space of this compute shader. + + + + + An array containing names of the local shader keywords that are currently enabled for this compute shader. + + + + + Disables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Disables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Buffer with dispatch arguments. + The byte offset into the buffer, where the draw arguments start. + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Buffer with dispatch arguments. + The byte offset into the buffer, where the draw arguments start. + + + + Enables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Enables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Find ComputeShader kernel index. + + Name of kernel function. + + The Kernel index, or logs a "FindKernel failed" error message if the kernel is not found. + + + + + Get kernel thread group sizes. + + Which kernel to query. A single compute shader asset can have multiple kernel entry points. + Thread group size in the X dimension. + Thread group size in the Y dimension. + Thread group size in the Z dimension. + + + + Checks whether a shader contains a given kernel. + + The name of the kernel to look for. + + True if the kernel is found, false otherwise. + + + + + Checks whether a local shader keyword is enabled for this compute shader. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if the given Rendering.LocalKeyword is enabled for this compute shader. Otherwise, returns false. + + + + + Checks whether a local shader keyword is enabled for this compute shader. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if the given Rendering.LocalKeyword is enabled for this compute shader. Otherwise, returns false. + + + + + Allows you to check whether the current end user device supports the features required to run the specified compute shader kernel. + + Which kernel to query. + + True if the specified compute kernel is able to run on the current end user device, false otherwise. + + + + + Set a bool parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a bool parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Set a float parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a float parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set multiple consecutive float parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set multiple consecutive float parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set an integer parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set an integer parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set multiple consecutive integer parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set multiple consecutive integer parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Sets the state of a local shader keyword for this compute shader. + + The Rendering.LocalKeyword keyword to enable or disable. + The desired keyword state. + + + + Set a Matrix parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter from a global texture property. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Global texture property to assign to shader. + Property name ID, use Shader.PropertyToID to get it. + + + + Set a texture parameter from a global texture property. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Global texture property to assign to shader. + Property name ID, use Shader.PropertyToID to get it. + + + + Set a vector parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + The various test results the connection tester may return with. + + + + + The ContextMenu attribute allows you to add commands to the context menu. + + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Use this attribute to add a context menu to a field that calls a named method. + + + + + The name of the function that should be called. + + + + + The name of the context menu item. + + + + + Use this attribute to add a context menu to a field that calls a named method. + + The name of the context menu item. + The name of the function that should be called. + + + + MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines, and do not hold any exposed properties or functions. + + + + + Holds data for a single application crash event and provides access to all gathered crash reports. + + + + + Returns last crash report, or null if no reports are available. + + + + + Returns all currently available reports in a new array. + + + + + Crash report data as formatted text. + + + + + Time, when the crash occured. + + + + + Remove report from available reports list. + + + + + Remove all reports from available reports list. + + + + + Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files. + + + + + The default file name used by newly created instances of this type. + + + + + The display name for this type shown in the Assets/Create menu. + + + + + The position of the menu item within the Assets/Create menu. + + + + + Class for handling cube maps, Use this to create or modify existing. + + + + + The mipmap level that the streaming system would load before memory budgets are applied. + + + + + The format of the pixel data in the texture (Read Only). + + + + + The mipmap level that is currently loaded by the streaming system. + + + + + The mipmap level that the mipmap streaming system is in the process of loading. + + + + + The mipmap level to load. + + + + + Determines whether mipmap streaming is enabled for this Texture. + + + + + Sets the relative priority for this Texture when reducing memory size to fit within the memory budget. + + + + + Actually apply all previous SetPixel and SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Resets the requestedMipmapLevel field. + + + + + Creates a Unity cubemap out of externally created native cubemap object. + + The width and height of each face of the cubemap should be the same. + Format of underlying cubemap object. + Does the cubemap have mipmaps? + Native cubemap texture object. + + + + + Create a new empty cubemap texture. + + Width/height of a cube face in pixels. + Pixel data format to be used for the Cubemap. + Should mipmaps be created? + + + + + + + Returns pixel color at coordinates (face, mip, x, y). + + The Cubemap face to reference. + Mip level to sample, must be in the range [0, mipCount[. + The X-axis pixel coordinate. + The Y-axis pixel coordinate. + + The pixel requested. + + + + + Returns pixel color at coordinates (face, mip, x, y). + + The Cubemap face to reference. + Mip level to sample, must be in the range [0, mipCount[. + The X-axis pixel coordinate. + The Y-axis pixel coordinate. + + The pixel requested. + + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + The Cubemap face to reference. + + The view into the texture system memory data buffer. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Checks to see whether the mipmap level set by requestedMipmapLevel has finished loading. + + + True if the mipmap level requested by requestedMipmapLevel has finished loading. + + + + + Sets pixel color at coordinates (face, x, y). + + Face of the Cubemap to set. + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to set, must be in the range [0, mipCount[. + + + + Sets pixel color at coordinates (face, x, y). + + Face of the Cubemap to set. + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to set, must be in the range [0, mipCount[. + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Cubemap face to fill. + Index in the source array to start copying from (default 0). + Data array to initialize texture pixels with. + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Cubemap face to fill. + Index in the source array to start copying from (default 0). + Data array to initialize texture pixels with. + + + + Sets pixel colors of a cubemap face. + + Pixel data for the Cubemap face. + The face to which the new data should be applied. + The mipmap level for the face. + + + + Sets pixel colors of a cubemap face. + + Pixel data for the Cubemap face. + The face to which the new data should be applied. + The mipmap level for the face. + + + + Performs smoothing of near edge regions. + + Pixel distance at edges over which to apply smoothing. + + + + Updates Unity cubemap to use different native cubemap texture object. + + Native cubemap texture object. + + + + Class for handling Cubemap arrays. + + + + + Number of cubemaps in the array (Read Only). + + + + + Texture format (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Create a new cubemap array. + + Number of elements in the cubemap array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Width of each cubemap face. + Format of the cubemaps. + Should mipmaps be generated ? + Amount of mipmaps to generate. + + + + Create a new cubemap array. + + Number of elements in the cubemap array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Width of each cubemap face. + Format of the cubemaps. + Should mipmaps be generated ? + Amount of mipmaps to generate. + + + + Create a new cubemap array. + + Number of elements in the cubemap array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Width of each cubemap face. + Format of the cubemaps. + Should mipmaps be generated ? + Amount of mipmaps to generate. + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + The Cubemap face to reference. + The array slice to reference. + + The view into the texture system memory data buffer. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face of a given slice. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face of a given slice. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data for a given face of a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by lower-precision Color32 structs. + + + + + Retrieves a copy of the pixel color data for a given face of a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by lower-precision Color32 structs. + + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + Cubemap face to fill. + Data array to initialize texture pixels with. + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + Cubemap face to fill. + Data array to initialize texture pixels with. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors in low precision (8 bits/channel) format. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors in low precision (8 bits/channel) format. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Cubemap face. + + + + + Left facing side (-x). + + + + + Downward facing side (-y). + + + + + Backward facing side (-z). + + + + + Right facing side (+x). + + + + + Upwards facing side (+y). + + + + + Forward facing side (+z). + + + + + Cubemap face is unknown or unspecified. + + + + + Describes a set of bounding spheres that should have their visibility and distances maintained. + + + + + Pauses culling group execution. + + + + + Sets the callback that will be called when a sphere's visibility and/or distance state has changed. + + + + + Locks the CullingGroup to a specific camera. + + + + + Create a CullingGroup. + + + + + Clean up all memory used by the CullingGroup immediately. + + + + + Erase a given bounding sphere by moving the final sphere on top of it. + + The index of the entry to erase. + + + + Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one. + + The index of the entry to erase. + An array of entries. + The number of entries in the array that are actually used. + + + + Get the current distance band index of a given sphere. + + The index of the sphere. + + The sphere's current distance band index. + + + + + Returns true if the bounding sphere at index is currently visible from any of the contributing cameras. + + The index of the bounding sphere. + + True if the sphere is visible; false if it is invisible. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated. + + An array of bounding distances. The distances should be sorted in increasing order. + + + + Sets the number of bounding spheres in the bounding spheres array that are actually being used. + + The number of bounding spheres being used. + + + + Sets the array of bounding sphere definitions that the CullingGroup should compute culling for. + + The BoundingSpheres to cull. + + + + Set the reference point from which distance bands are measured. + + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. + + + + Set the reference point from which distance bands are measured. + + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. + + + + This delegate is used for recieving a callback when a sphere's distance or visibility state has changed. + + A CullingGroupEvent that provides information about the sphere that has changed. + + + + Provides information about the current and previous states of one sphere in a CullingGroup. + + + + + The current distance band index of the sphere, after the most recent culling pass. + + + + + Did this sphere change from being visible to being invisible in the most recent culling pass? + + + + + Did this sphere change from being invisible to being visible in the most recent culling pass? + + + + + The index of the sphere that has changed. + + + + + Was the sphere considered visible by the most recent culling pass? + + + + + The distance band index of the sphere before the most recent culling pass. + + + + + Was the sphere visible before the most recent culling pass? + + + + + Cursor API for setting the cursor (mouse pointer). + + + + + Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all. + + + + + Determines whether the hardware pointer is visible or not. + + + + + Sets the mouse cursor to the given texture. + + + + + Specify a custom cursor that you wish to use as a cursor. + + The texture to use for the cursor. To use a texture, you must first import it with `Read/Write`enabled. Alternatively, you can use the default cursor import setting. If you created your cursor texture from code, it must be in RGBA32 format, have alphaIsTransparency enabled, and have no mip chain. To use the default cursor, set the texture to `Null`. + The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor). + Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor. + + + + How the cursor should behave. + + + + + Confine cursor to the game window. + + + + + Lock cursor to the center of the game window. + + + + + Cursor behavior is unmodified. + + + + + Determines whether the mouse cursor is rendered using software rendering or, on supported platforms, hardware rendering. + + + + + Use hardware cursors on supported platforms. + + + + + Force the use of software cursors. + + + + + Custom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader. + + + + + The bit field that you can use to enable or disable update on each of the cubemap faces. The bit order from least to most significant bit is as follows: +X, -X, +Y, -Y, +Z, -Z. + + + + + When this parameter is set to true, Unity double-buffers the Custom Render Texture so that you can access it during its own update. + + + + + The color that Unity uses to initialize a Custom Render Texture. Unity ignores this parameter if an initializationMaterial is set. + + + + + The Material that Unity uses to initialize a Custom Render Texture. Initialization texture and color are ignored if you have set this parameter. + + + + + Determine how Unity initializes a texture. + + + + + Determine if Unity initializes the Custom Render Texture with a Texture and a Color or a Material. + + + + + The Texture that Unity uses to initialize a Custom Render Texture, multiplied by the initialization color. Unity ignores this parameter if an initializationMaterial is set. + + + + + The Material that Unity uses to initialize the content of a Custom Render Texture. + + + + + The Shader Pass Unity uses to update the Custom Render Texture. + + + + + Determine how Unity updates the Custom Render Texture. + + + + + The period in seconds that Unity updates real-time Custom Render Textures. A value of 0.0 means Unity updates real-time Custom Render Textures every frame. + + + + + The space in which Unity expresses update zones. You can set this to Normalized or Pixel space. + + + + + When this parameter is set to true, Unity wraps Update zones around the border of the Custom Render Texture. Otherwise, Unity clamps Update zones at the border of the Custom Render Texture. + + + + + Clear all Update Zones. + + + + + Create a new Custom Render Texture. + + + + + + + + + Create a new Custom Render Texture. + + + + + + + + + Create a new Custom Render Texture. + + + + + + + + + Updates the internal Render Texture that a Custom Render Texture uses for double buffering, so that it matches the size and format of the Custom Render Texture. + + + + + Gets the Render Texture that this Custom Render Texture uses for double buffering. + + + If CustomRenderTexture. doubleBuffered is true, this returns the Render Texture that this Custom Render Texture uses for double buffering. If CustomRenderTexture. doubleBuffered is false, this returns null. + + + + + Returns the list of Update Zones. + + Output list of Update Zones. + + + + Initializes the Custom Render Texture at the start of the next frame. Unity calls Initialise() before CustomRenderTexture.Update. + + + + + Setup the list of Update Zones for the Custom Render Texture. + + + + + + Triggers an update of the Custom Render Texture. + + Number of upate pass to perform. The default value of this count parameter is 1. + + + + Specify the source of a Custom Render Texture initialization. + + + + + Custom Render Texture is initalized with a Material. + + + + + Custom Render Texture is initialized by a Texture multiplied by a Color. + + + + + Custom Render Texture Manager. + + + + + Unity raises this event when CustomRenderTexture.Initialize is called. + + + + + + Unity raises this event when it loads a CustomRenderTexture. + + + + + + Unity raises this event when it unloads a CustomRenderTexture. + + + + + + Unity raises this event when CustomRenderTexture.Update is called. + + + + + + Populate the list in parameter with all currently loaded custom render textures. + + + + + + Frequency of update or initialization of a Custom Render Texture. + + + + + Initialization/Update will only occur when triggered by the script. + + + + + Initialization/Update will occur once at load time and then can be triggered again by script. + + + + + Initialization/Update will occur at every frame. + + + + + Structure describing an Update Zone. + + + + + If true, and if the texture is double buffered, a request is made to swap the buffers before the next update. Otherwise, the buffers will not be swapped. + + + + + Shader Pass used to update the Custom Render Texture for this Update Zone. + + + + + Rotation of the Update Zone. + + + + + Position of the center of the Update Zone within the Custom Render Texture. + + + + + Size of the Update Zone. + + + + + Space in which coordinates are provided for Update Zones. + + + + + Coordinates are normalized. (0, 0) is top left and (1, 1) is bottom right. + + + + + Coordinates are expressed in pixels. (0, 0) is top left (width, height) is bottom right. + + + + + Base class for custom yield instructions to suspend coroutines. + + + + + Indicates if coroutine should be kept suspended. + + + + + The type for the number of bits to be used when an HDR display is active in each color channel of swap chain buffers. The bit count also defines the method Unity uses to render content to the display. + + + + + Unity will use R10G10B10A2 buffer format and Rec2020 primaries with ST2084 PQ encoding. + + + + + Unity will use R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding). + + + + + Class containing methods to ease debugging while developing a game. + + + + + Reports whether the development console is visible. The development console cannot be made to appear using: + + + + + In the Build Settings dialog there is a check box called "Development Build". + + + + + Get default debug logger. + + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs a formatted error message to the Unity console on failure. + + Condition you expect to be true. + A composite format string. + Format arguments. + Object to which the message applies. + + + + Assert a condition and logs a formatted error message to the Unity console on failure. + + Condition you expect to be true. + A composite format string. + Format arguments. + Object to which the message applies. + + + + Pauses the editor. + + + + + Clears errors from the developer console. + + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Populate an unmanaged buffer with the current managed call stack as a sequence of UTF-8 bytes, without allocating GC memory. Returns the number of bytes written into the buffer. + + Target buffer to receive the callstack text + Max number of bytes to write + Project folder path, to clean up path names + + + + Logs a message to the Unity Console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a message to the Unity Console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an assertion message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an assertion message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted assertion message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted assertion message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted error message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted error message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + Object to which the message applies. + Runtime Exception. + + + + A variant of Debug.Log that logs an error message to the console. + + Object to which the message applies. + Runtime Exception. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + Type of message e.g. warn or error etc. + Option flags to treat the log message special. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + Type of message e.g. warn or error etc. + Option flags to treat the log message special. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + Type of message e.g. warn or error etc. + Option flags to treat the log message special. + + + + A variant of Debug.Log that logs a warning message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs a warning message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted warning message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted warning message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Attribute used to make a float, int, or string variable in a script be delayed. + + + + + Attribute used to make a float, int, or string variable in a script be delayed. + + + + + Depth texture generation mode for Camera. + + + + + Generate a depth texture. + + + + + Generate a depth + normals texture. + + + + + Specifies whether motion vectors should be rendered (if possible). + + + + + Do not generate depth texture (Default). + + + + + Access to platform-specific application runtime data. + + + + + This has the same functionality as Application.absoluteURL. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.backgroundLoadingPriority. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.buildGUID. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.cloudProjectId. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.companyName. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.consoleLogPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.dataPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.deepLinkActivated. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.focusChanged. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.genuine. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.genuineCheckAvailable. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.identifier. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.installerName. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.installMode. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.internetReachability and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isBatchMode. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.isConsolePlatform and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isEditor and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isFocused. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.isMobilePlatform and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isPlaying. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.logMessageReceived. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.logMessageReceivedThreaded. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.lowMemory and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as Application.onBeforeRender. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.persistentDataPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.platform and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.productName. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.quitting. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.runInBackground. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.sandboxType. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.streamingAssetsPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.systemLanguage and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.targetFrameRate. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.temporaryCachePath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.unityVersion. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.unloading. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.version. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.wantsToQuit. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.CanStreamedLevelBeLoaded. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + + This has the same functionality as Application.CanStreamedLevelBeLoaded. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + + This has the same functionality as Application.GetBuildTags. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + This has the same functionality as Application.GetStackTraceLogType. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.HasProLicense. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + This has the same functionality as Application.HasUserAuthorization. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.IsPlaying. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.OpenURL. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.Quit. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.Quit. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.RequestAdvertisingIdentifierAsync. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.RequestUserAuthorization. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.SetBuildTags. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.SetStackTraceLogType. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + + This has the same functionality as Application.Unload. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + Access platform-specific display information. + + + + + This has the same functionality as Screen.autorotateToLandscapeLeft and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.autorotateToLandscapeRight and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.autorotateToPortrait and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.autorotateToPortraitUpsideDown and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.brightness. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Screen.currentResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.cutouts and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.dpi and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.fullScreen and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.fullScreenMode and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.height and also mimics platform-specific behavior in the Unity Editor. + + + + + The Device Simulator doesn't simulate this property. + + + + + The Device Simulator doesn't simulate this property. + + + + + This has the same functionality as Screen.orientation and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.resolutions and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.safeArea and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.sleepTimeout. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Screen.width and also mimics platform-specific behavior in the Unity Editor. + + + + + The Device Simulator doesn't simulate this property. + + + + + + The Device Simulator doesn't simulate this method. + + The target display where the window should move to. + The position the window moves to. Relative to the top left corner of the specified display in pixels. + + Returns AsyncOperation that represents moving the window. + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + Access platform-specific system and hardware information. + + + + + This has the same functionality as SystemInfo.batteryLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.batteryStatus and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.computeSubGroupSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.constantBufferOffsetAlignment and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.copyTextureSupport and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceModel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceName and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceType and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceUniqueIdentifier and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceID and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceName and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceType and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceVendor and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceVendorID and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceVersion and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsMemorySize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsMultiThreaded and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsShaderLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsUVStartsAtTop and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hasDynamicUniformArrayIndexingInFragmentShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hasHiddenSurfaceRemovalOnGPU and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hasMipMaxLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hdrDisplaySupportFlags and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxAnisotropyLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsCompute and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsDomain and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsFragment and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsGeometry and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsHull and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsVertex and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSizeX and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSizeY and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSizeZ and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxCubemapSize and also mimics platform-specific behavior in the Unity Editor. + + + + + The maximum size of a graphics buffer (GraphicsBuffer, ComputeBuffer, vertex/index buffer, etc.) in bytes (Read Only). + + + + + This has the same functionality as SystemInfo.maxTexture3DSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxTextureArraySlices and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxTextureSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.npotSupport and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.operatingSystem and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.operatingSystemFamily and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.processorCount and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.processorFrequency and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.processorType and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.renderingThreadingMode and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportedRandomWriteTargetCount and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportedRenderTargetCount and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports2DArrayTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports32bitsIndexBuffer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports3DRenderTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports3DTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAccelerometer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAnisotropicFilter and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAsyncCompute and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAsyncGPUReadback and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAudio and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsCompressed3DTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsComputeShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsConservativeRaster and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsCubemapArrayTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGeometryShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGpuRecorder and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGraphicsFence and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGyroscope and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsHardwareQuadTopology and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsInstancing and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsLocationService and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMipStreaming and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMotionVectors and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultisampleAutoResolve and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultisampled2DArrayTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultisampledTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This property has the same functionality as SystemInfo.supportsMultisampleResolveDepth and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultiview and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsRawShadowDepthSampling and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsRayTracing and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsRenderTargetArrayIndexFromVertexShader and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsSeparatedRenderTargetsBlend and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsSetConstantBuffer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsShadows and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsSparseTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This property has the same functionality as SystemInfo.supportsStoreAndResolveAction and also shows platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsTessellationShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsTextureWrapMirrorOnce and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsVibration and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.systemMemorySize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.unsupportedIdentifier. + + + + + This has the same functionality as SystemInfo.usesLoadStoreActions and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.usesReversedZBuffer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.GetCompatibleFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + + This has the same functionality as SystemInfo.GetGraphicsFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.GetRenderTextureSupportedMSAASampleCount and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.IsFormatSupported and also mimics platform-specific behavior in the Unity Editor. + + + + + + + This has the same functionality as SystemInfo.SupportsBlendingOnRenderTextureFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.SupportsRandomWriteOnRenderTextureFormat. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as SystemInfo.SupportsRenderTextureFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.SupportsTextureFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.SupportsVertexAttributeFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + + Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. + + + + + A stationary gaming console. + + + + + Desktop or laptop computer. + + + + + A handheld device like mobile phone or a tablet. + + + + + Device type is unknown. You should never see this in practice. + + + + + Specifies the category of crash to cause when calling ForceCrash(). + + + + + Cause a crash by calling the abort() function. + + + + + Cause a crash by performing an invalid memory access. + +The invalid memory access is performed on each platform as follows: + + + + + Cause a crash using Unity's native fatal error implementation. + + + + + Cause a crash by calling the abort() function within the Mono dynamic library. + + + + + Cause a crash by calling a pure virtual function to raise an exception. + + + + + A utility class that you can use for diagnostic purposes. + + + + + Manually causes an application crash in the specified category. + + + + + + Manually causes an assert that outputs the specified message to the log and registers an error. + + + + + + Manually causes a native error that outputs the specified message to the log and registers an error. + + + + + + Manually causes a warning that outputs the specified message to the log and registers an error. + + + + + + Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. + + + + + Provides access to a display / screen for rendering operations. + + + + + Gets the state of the display and returns true if the display is active and false if otherwise. + + + + + Get the Editors active GameView display target. + + + + + Color RenderBuffer. + + + + + Depth RenderBuffer. + + + + + The list of currently connected displays. + + + + + Main Display. + + + + + Vertical resolution that the display is rendering at. + + + + + Horizontal resolution that the display is rendering at. + + + + + True when the back buffer requires an intermediate texture to render. + + + + + True when doing a blit to the back buffer requires manual color space conversion. + + + + + Vertical native display resolution. + + + + + Horizontal native display resolution. + + + + + Activate an external display. Eg. Secondary Monitors connected to the System. + + + + + This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate. + + Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width). + Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height). + Desired Refresh Rate. + + + + Query relative mouse coordinates. + + Mouse Input Position as Coordinates. + + + + Set rendering size and position on screen (Windows only). + + Change Window Width (Windows Only). + Change Window Height (Windows Only). + Change Window Position X (Windows Only). + Change Window Position Y (Windows Only). + + + + Sets rendering resolution for the display. + + Rendering width in pixels. + Rendering height in pixels. + + + + Represents a connected display. + + + + + The display height in pixels. + + + + + Human-friendly display name. + + + + + The current refresh rate of the display. + + + + + The display width in pixels. + + + + + Specifies the work area rectangle of the display relative to the top left corner. For example, it excludes the area covered by the macOS Dock or the Windows Taskbar. + + + + + A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. + + + + + Add a RectTransform to be driven. + + The object to drive properties. + The RectTransform to be driven. + The properties to be driven. + + + + Clear the list of RectTransforms being driven. + + + + + Resume recording undo of driven RectTransforms. + + + + + Stop recording undo actions from driven RectTransforms. + + + + + An enumeration of transform properties that can be driven on a RectTransform by an object. + + + + + Selects all driven properties. + + + + + Selects driven property RectTransform.anchoredPosition. + + + + + Selects driven property RectTransform.anchoredPosition3D. + + + + + Selects driven property RectTransform.anchoredPosition.x. + + + + + Selects driven property RectTransform.anchoredPosition.y. + + + + + Selects driven property RectTransform.anchoredPosition3D.z. + + + + + Selects driven property combining AnchorMaxX and AnchorMaxY. + + + + + Selects driven property RectTransform.anchorMax.x. + + + + + Selects driven property RectTransform.anchorMax.y. + + + + + Selects driven property combining AnchorMinX and AnchorMinY. + + + + + Selects driven property RectTransform.anchorMin.x. + + + + + Selects driven property RectTransform.anchorMin.y. + + + + + Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY. + + + + + Deselects all driven properties. + + + + + Selects driven property combining PivotX and PivotY. + + + + + Selects driven property RectTransform.pivot.x. + + + + + Selects driven property RectTransform.pivot.y. + + + + + Selects driven property Transform.localRotation. + + + + + Selects driven property combining ScaleX, ScaleY && ScaleZ. + + + + + Selects driven property Transform.localScale.x. + + + + + Selects driven property Transform.localScale.y. + + + + + Selects driven property Transform.localScale.z. + + + + + Selects driven property combining SizeDeltaX and SizeDeltaY. + + + + + Selects driven property RectTransform.sizeDelta.x. + + + + + Selects driven property RectTransform.sizeDelta.y. + + + + + Allows to control the dynamic Global Illumination. + + + + + Allows for scaling the contribution coming from real-time & baked lightmaps. + +Note: this value can be set in the Lighting Window UI and it is serialized, that is not the case for other properties in this class. + + + + + Is precomputed Enlighten Realtime Global Illumination output converged? + + + + + The number of milliseconds that can be spent on material updates. + + + + + When enabled, new dynamic Global Illumination output is shown in each frame. + + + + + Determines the percentage change in lighting intensity that triggers Unity to recalculate the real-time lightmap. + + + + + Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system. + + The Renderer that should get a new color. + The emissive Color. + + + + Allows overriding the distant environment lighting for Enlighten Realtime Global Illumination, without changing the Skybox Material. + + Array of float values to be used for Enlighten Realtime Global Illumination environment lighting. + + + + Schedules an update of the environment cubemap. + + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + The mode that a listener is operating in. + + + + + The listener will bind to one argument bool functions. + + + + + The listener will use the function binding specified by the event. + + + + + The listener will bind to one argument float functions. + + + + + The listener will bind to one argument int functions. + + + + + The listener will bind to one argument Object functions. + + + + + The listener will bind to one argument string functions. + + + + + The listener will bind to zero argument functions. + + + + + Zero argument delegate used by UnityEvents. + + + + + One argument delegate used by UnityEvents. + + + + + + Two argument delegate used by UnityEvents. + + + + + + + Three argument delegate used by UnityEvents. + + + + + + + + Four argument delegate used by UnityEvents. + + + + + + + + + A zero argument persistent callback that can be saved with the Scene. + + + + + Add a non persistent listener to the UnityEvent. + + Callback function. + + + + Constructor. + + + + + Invoke all registered callbacks (runtime and persistent). + + + + + Remove a non persistent listener from the UnityEvent. If you have added the same listener multiple times, this method will remove all occurrences of it. + + Callback function. + + + + One argument version of UnityEvent. + + + + + Two argument version of UnityEvent. + + + + + Three argument version of UnityEvent. + + + + + Four argument version of UnityEvent. + + + + + Abstract base class for UnityEvents. + + + + + Get the number of registered persistent listeners. + + + + + Returns the execution state of a persistent listener. + + Index of the listener to query. + + Execution state of the persistent listener. + + + + + Get the target method name of the listener at index index. + + Index of the listener to query. + + + + Get the target component of the listener at index index. + + Index of the listener to query. + + + + Given an object, function name, and a list of argument types; find the method that matches. + + Object to search for the method. + Function name to search for. + Argument types for the function. + + + + Given an object type, function name, and a list of argument types; find the method that matches. + + Object type to search for the method. + Function name to search for. + Argument types for the function. + + + + Remove all non-persisent (ie created from script) listeners from the event. + + + + + Modify the execution state of a persistent listener. + + Index of the listener to query. + State to set. + + + + Controls the scope of UnityEvent callbacks. + + + + + Callback is always issued. + + + + + Callback is not issued. + + + + + Callback is only issued in the Runtime and Editor playmode. + + + + + Add this attribute to a class to prevent the class and its inherited classes from being created with ObjectFactory methods. + + + + + Default constructor. + + + + + Add this attribute to a class to prevent creating a Preset from the instances of the class. + + + + + Makes instances of a script always execute, both as part of Play Mode and when editing. + + + + + Makes all instances of a script execute in Edit Mode. + + + + + Sets the method to use to compute the angular attenuation of spot lights. + + + + + No falloff inside inner angle then compute falloff using analytic formula. + + + + + Uses a lookup table to calculate falloff and does not support the inner angle. + + + + + A helper structure used to initialize a LightDataGI structure with cookie information. + + + + + The cookie texture's instance id projected by the light. + + + + + The uniform scale factor for downscaling cookies during lightmapping. Can be used as an optimization when full resolution cookies are not needed for indirect lighting. + + + + + The scale factors controlling how the directional light's cookie is projected into the scene. This parameter should be set to 1 for all other light types. + + + + + Returns a default initialized cookie helper struct. + + + + + A helper structure used to initialize a LightDataGI structure as a directional light. + + + + + The direct light color. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. Only relevant for cookie placement. + + + + + The penumbra width for soft shadows in radians. + + + + + The light's position. Only relevant for cookie placement. + + + + + True if the light casts shadows, otherwise False. + + + + + A helper structure used to initialize a LightDataGI structure as a disc light. + + + + + The direct light color. + + + + + The falloff model to use for baking the disc light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The radius of the disc light. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + Available falloff models for baking. + + + + + Inverse squared distance falloff model. + + + + + Inverse squared distance falloff model (without smooth range attenuation). + + + + + Quadratic falloff model. + + + + + Linear falloff model. + + + + + Falloff model is undefined. + + + + + The interop structure to pass light information to the light baking backends. There are helper structures for Directional, Point, Spot and Rectangle lights to correctly initialize this structure. + + + + + The color of the light. + + + + + The cone angle for spot lights. + + + + + The cookie texture's instance id projected by the light. + + + + + The uniform scale factor for downscaling cookies during lightmapping. Can be used as an optimization when full resolution cookies are not needed for indirect lighting. + + + + + The falloff model to use for baking point and spot lights. + + + + + The indirect color of the light. + + + + + The inner cone angle for spot lights. + + + + + The light's instanceID. + + + + + The lightmap mode for the light. + + + + + The orientation of the light. + + + + + The position of the light. + + + + + The range of the light. Unused for directional lights. + + + + + Set to 1 for shadow casting lights, 0 otherwise. + + + + + The light's sphere radius for point and spot lights, or the width for rectangle lights. + + + + + The height for rectangle lights. + + + + + The type of the light. + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize a light so that the baking backends ignore it. + + + + + + Utility class for converting Unity Lights to light types recognized by the baking backends. + + + + + Extracts informations from Lights. + + The lights baketype. + + Returns the light's light mode. + + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extracts the indirect color from a light. + + + + + + Extracts the inner cone angle of spot lights. + + + + + + Interface to the light baking backends. + + + + + Get the currently set conversion delegate. + + + Returns the currently set conversion delegate. + + + + + Delegate called when converting lights into a form that the baking backends understand. + + The list of lights to be converted. + The output generated by the delegate function. Lights that should be skipped must be added to the output, initialized with InitNoBake on the LightDataGI structure. + + + + Resets the light conversion delegate to Unity's default conversion function. + + + + + Set a delegate that converts a list of lights to a list of LightDataGI structures that are passed to the baking backends. Must be reset by calling ResetDelegate again. + + + + + + The lightmode. A light can be real-time, mixed, baked or unknown. Unknown lights will be ignored by the baking backends. + + + + + The light is fully baked and has no real-time component. + + + + + The light is mixed. Mixed lights are interpreted based on the global light mode setting in the lighting window. + + + + + The light is real-time. No contribution will be baked in lightmaps or light probes. + + + + + The light should be ignored by the baking backends. + + + + + The light type. + + + + + An infinite directional light. + + + + + A light shaped like a disc emitting light into the hemisphere that it is facing. + + + + + A point light emitting light in all directions. + + + + + A light shaped like a rectangle emitting light into the hemisphere that it is facing. + + + + + A spot light emitting light in a direction with a cone shaped opening angle. + + + + + A box-shaped spot light. This type is only compatible with Scriptable Render Pipelines; it is not compatible with the built-in render pipeline. + + + + + A pyramid-shaped spot light. This type is only compatible with Scriptable Render Pipelines; it is not compatible with the built-in render pipeline. + + + + + Contains normalized linear color values for red, green, blue in the range of 0 to 1, and an additional intensity value. + + + + + The blue color value in the range of 0.0 to 1.0. + + + + + The green color value in the range of 0.0 to 1.0. + + + + + The intensity value used to scale the red, green and blue values. + + + + + The red color value in the range of 0.0 to 1.0. + + + + + Returns a black color. + + + Returns a black color. + + + + + Converts a Light's color value to a normalized linear color value, automatically handling gamma conversion if necessary. + + Light color. + Light intensity. + + Returns the normalized linear color value. + + + + + A helper structure used to initialize a LightDataGI structure as a point light. + + + + + The direct light color. + + + + + The falloff model to use for baking the point light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + The light's sphere radius, influencing soft shadows. + + + + + A helper structure used to initialize a LightDataGI structure as a rectangle light. + + + + + The direct light color. + + + + + The falloff model to use for baking the rectangular light. + + + + + The height of the rectangle light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + The width of the rectangle light. + + + + + Experimental render settings features. + + + + + If enabled, ambient trilight will be sampled using the old radiance sampling method. + + + + + A helper structure used to initialize a LightDataGI structure as a spot light. + + + + + The angular falloff model to use for baking the spot light. + + + + + The direct light color. + + + + + The outer angle for the spot light. + + + + + The falloff model to use for baking the spot light. + + + + + The indirect light color. + + + + + The inner angle for the spot light. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + The light's sphere radius, influencing soft shadows. + + + + + Use this Struct to help initialize a LightDataGI structure as a box-shaped spot light. + + + + + The direct light color. + + + + + The height of the box light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + Specifies whether the light casts shadows or not. This is true if the light does cast shadows and false otherwise. + + + + + The width of the box light. + + + + + Use this Struct to help initialize a LightDataGI structure as a pyramid-shaped spot light. + + + + + The opening angle of the shorter side of the pyramid light. + + + + + The aspect ratio for the pyramid shape. Values larger than 1 extend the width and values between 0 and 1 extend the height. + + + + + The direct light color. + + + + + The falloff model to use for baking the pyramid light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + Specifies whether the light casts shadows or not. This is true if the light does cast shadows and false otherwise. + + + + + An implementation of IPlayable that produces a Camera texture. + + + + + Creates a CameraPlayable in the PlayableGraph. + + The PlayableGraph object that will own the CameraPlayable. + Camera used to produce a texture in the PlayableGraph. + + A CameraPlayable linked to the PlayableGraph. + + + + + An implementation of IPlayable that allows application of a Material shader to one or many texture inputs to produce a texture output. + + + + + Creates a MaterialEffectPlayable in the PlayableGraph. + + The PlayableGraph object that will own the MaterialEffectPlayable. + Material used to modify linked texture playable inputs. + Shader pass index.(Note: -1 for all passes). + + A MaterialEffectPlayable linked to the PlayableGraph. + + + + + An implementation of IPlayable that allows mixing two textures. + + + + + Creates a TextureMixerPlayable in the PlayableGraph. + + The PlayableGraph object that will own the TextureMixerPlayable. + + A TextureMixerPlayable linked to the PlayableGraph. + + + + + A PlayableBinding that contains information representing a TexturePlayableOutput. + + + + + Creates a PlayableBinding that contains information representing a TexturePlayableOutput. + + A reference to a UnityEngine.Object that acts as a key for this binding. + The name of the TexturePlayableOutput. + + Returns a PlayableBinding that contains information that is used to create a TexturePlayableOutput. + + + + + An IPlayableOutput implementation that will be used to manipulate textures. + + + + + Returns an invalid TexturePlayableOutput. + + + + + + Use a default format to create either Textures or RenderTextures from scripts based on platform specific capability. + + + + + + Represents the default platform-specific depth stencil format. + + + + + Represents the default platform specific HDR format. + + + + + Represents the default platform-specific LDR format. If the project uses the linear rendering mode, the actual format is sRGB. If the project uses the gamma rendering mode, the actual format is UNorm. + + + + + Represents the default platform specific shadow format. + + + + + Represents the default platform specific video format. + + + + + The ExternalGPUProfiler API allows developers to programatically take GPU frame captures in conjunction with supported external GPU profilers. + +GPU frame captures can be used to both analyze performance and debug graphics related issues. + + + + + Begins the current GPU frame capture in the external GPU profiler. + + + + + Ends the current GPU frame capture in the external GPU profiler. + + + + + Returns true when a development build is launched by an external GPU profiler. + + + + + Use this format usages to figure out the capabilities of specific GraphicsFormat + + + + + Use this to blend on a rendertexture. + + + + + Use this to get pixel data from a texture. + + + + + Use this to sample textures with a linear filter. This is for regular texture sampling (non-shadow compare). Rentertextures created using ShadowSamplingMode.CompareDepths always support linear filtering on the comparison result. + + + + + Use this to perform resource load and store on a texture + + + + + Use this to create and render to a MSAA 2X rendertexture. + + + + + Use this to create and render to a MSAA 4X rendertexture. + + + + + Use this to create and render to a MSAA 8X rendertexture. + + + + + Use this to read back pixels data from a rendertexture. + + + + + Use this to create and render to a rendertexture. + + + + + Use this to create and sample textures. + + + + + Use this to set pixel data to a texture. + + + + + Use this to set pixel data to a texture using `SetPixels32`. + + + + + Use this to create sparse textures + + + + + Use this enumeration to create and render to the Stencil sub element of a RenderTexture. + + + + + Use this format to create either Textures or RenderTextures from scripts. + + + + + A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 1-bit A component in bit 15, a 5-bit R component in bits 10..14, a 5-bit G component in bits 5..9, and a 5-bit B component in bits 0..4. + + + + + A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. + + + + + A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A three-component, 32-bit packed unsigned floating-point format that has a 10-bit B component in bits 22..31, an 11-bit G component in bits 11..21, an 11-bit R component in bits 0..10. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 4-bit B component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit R component in bits 4..7, and a 4-bit A component in bits 0..3. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit R component in bits 1..5, and a 1-bit A component in bit 0. + + + + + A three-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit R component in bits 0..4. + + + + + A three-component, 24-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. + + + + + A three-component, 24-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2. + + + + + A three-component, 24-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2 + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. + + + + + A four-component, 32-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit B component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit R component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A one-component, 16-bit unsigned normalized format that has a single 16-bit depth component. + + + + + A two-component, 32-bit format that has 24 unsigned normalized bits in the depth component and, optionally: 8 bits that are unused. + + + + + A two-component, 32-bit packed format that has 8 unsigned integer bits in the stencil component, and 24 unsigned normalized bits in the depth component. + + + + + A one-component, 32-bit signed floating-point format that has 32-bits in the depth component. + + + + + A two-component format that has 32 signed float bits in the depth component and 8 unsigned integer bits in the stencil component. There are optionally: 24-bits that are unused. + + + + + Automatic format used for Depth buffers (Platform dependent) + + + + + A three-component, 32-bit packed unsigned floating-point format that has a 5-bit shared exponent in bits 27..31, a 9-bit B component mantissa in bits 18..26, a 9-bit G component mantissa in bits 9..17, and a 9-bit R component mantissa in bits 0..8. + + + + + The format is not specified. + + + + + A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data. + + + + + A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data. + + + + + A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data. + + + + + A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). + + + + + A one-component, 16-bit signed floating-point format that has a single 16-bit R component. + + + + + A one-component, 16-bit signed integer format that has a single 16-bit R component. + + + + + A one-component, 16-bit signed normalized format that has a single 16-bit R component. + + + + + A one-component, 16-bit unsigned integer format that has a single 16-bit R component. + + + + + A one-component, 16-bit unsigned normalized format that has a single 16-bit R component. + + + + + A two-component, 32-bit signed floating-point format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit signed integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit signed normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit unsigned integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A three-component, 48-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A four-component, 64-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A one-component, 32-bit signed floating-point format that has a single 32-bit R component. + + + + + A one-component, 32-bit signed integer format that has a single 32-bit R component. + + + + + A one-component, 32-bit unsigned integer format that has a single 32-bit R component. + + + + + A two-component, 64-bit signed floating-point format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. + + + + + A two-component, 64-bit signed integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. + + + + + A two-component, 64-bit unsigned integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. + + + + + A three-component, 96-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. + + + + + A three-component, 96-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. + + + + + A three-component, 96-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. + + + + + A four-component, 128-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. + + + + + A four-component, 128-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. + + + + + A four-component, 128-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 4-bit R component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit B component in bits 4..7, and a 4-bit A component in bits 0..3. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit B component in bits 1..5, and a 1-bit A component in bit 0. + + + + + A three-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit B component in bits 0..4. + + + + + A one-component, 8-bit signed integer format that has a single 8-bit R component. + + + + + A one-component, 8-bit signed normalized format that has a single 8-bit R component. + + + + + A one-component, 8-bit unsigned normalized format that has a single 8-bit R component stored with sRGB nonlinear encoding. + + + + + A one-component, 8-bit unsigned integer format that has a single 8-bit R component. + + + + + A one-component, 8-bit unsigned normalized format that has a single 8-bit R component. + + + + + A two-component, 16-bit signed integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. + + + + + A two-component, 16-bit signed normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. + + + + + A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. + + + + + A two-component, 16-bit unsigned integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. + + + + + A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. + + + + + A three-component, 24-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A three-component, 24-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2. + + + + + A three-component, 24-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A four-component, 32-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit B component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding, and provides 1 bit of alpha. + + + + + A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data, and provides 1 bit of alpha. + + + + + A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed floating-point RGB texel data. + + + + + A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned floating-point RGB texel data. + + + + + A three-component, ETC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. + + + + + A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data. + + + + + A three-component, block-compressed format (also known as BC1). Each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has a 1 bit alpha channel. + + + + + A three-component, block-compressed format (also known as BC1). Each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has a 1 bit alpha channel. + + + + + A four-component, block-compressed format (also known as BC2) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding. + + + + + A four-component, block-compressed format (also known as BC2) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. + + + + + A four-component, block-compressed format (also known as BC3) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding. + + + + + A four-component, block-compressed format (also known as BC3) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. + + + + + A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding applied. + + + + + A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values. + + + + + A one-component, 8-bit unsigned integer format that has 8-bits in the stencil component. + + + + + Automatic format used for Shadow buffer (Platform dependent) + + + + + Automatic format used for Video buffer (Platform dependent) + + + + + YUV 4:2:2 Video resource format. + + + + + Defines the required members for a Runtime Reflection Systems. + + + + + Update the reflection probes. + + + Whether a reflection probe was updated. + + + + + A data structure used to represent the Renderers in the Scene for GPU ray tracing. + + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Builds this RayTracingAccelerationStructure on the GPU. + + + + + + Builds this RayTracingAccelerationStructure on the GPU. + + + + + + Creates a RayTracingAccelerationStructure with the given RayTracingAccelerationStructure.RASSettings. + + Defines whether a RayTracingAccelerationStructure is updated by the user or the Engine, and whether to mask certain object layers or RayTracingModes. + + + + Creates a RayTracingAccelerationStructure with the given RayTracingAccelerationStructure.RASSettings. + + Defines whether a RayTracingAccelerationStructure is updated by the user or the Engine, and whether to mask certain object layers or RayTracingModes. + + + + Destroys this RayTracingAccelerationStructure. + + + + + Returns the number of ray tracing instances in the acceleration structure. + + + + + Returns the total size of this RayTracingAccelerationStructure on the GPU in bytes. + + + + + Defines whether Unity updates a RayTracingAccelerationStructure automatically, or if the user updates it manually via API. + + + + + Automatically populates and updates the RayTracingAccelerationStructure. + + + + + Gives user control over populating and updating the RayTracingAccelerationStructure. + + + + + Defines whether a RayTracingAccelerationStructure is updated by the user or by the Engine, and whether to mask certain object layers or RayTracingModes. + + + + + A 32-bit mask that controls which layers a GameObject must be on in order to be added to the RayTracingAccelerationStructure. + + + + + An enum that selects whether a RayTracingAccelerationStructure is automatically or manually updated. + + + + + An enum controlling which RayTracingModes a Renderer must have in order to be added to the RayTracingAccelerationStructure. + + + + + Creates a RayTracingAccelerationStructure.RASSettings from the given configuration. + + Chooses whether a RayTracingAccelerationStructure will be managed by the user or Unity Engine. + Filters Renderers to add to the RayTracingAccelerationStructure based on their RayTracingAccelerationStructure.RayTracingMode. + + + + + An enum controlling which RayTracingAccelerationStructure.RayTracingModes a Renderer must have in order to be added to the RayTracingAccelerationStructure. + + + + + Only add Renderers with RayTracingMode.DynamicGeometry set to the RayTracingAccelerationStructure. + + + + + Only add Renderers with RayTracingMode.DynamicTransform set to the RayTracingAccelerationStructure. + + + + + Add all Renderers to the RayTracingAccelerationStructure except for those with that have RayTracingMode.Off. + + + + + Disable adding Renderers to this RayTracingAccelerationStructure. + + + + + Only add Renderers with RayTracingMode.Static set to the RayTracingAccelerationStructure. + + + + + See Also: RayTracingAccelerationStructure.Dispose. + + + + + Removes a ray tracing instance associated with a Renderer from this RayTracingAccelerationStructure. + + The Renderer to remove from the RayTracingAccelerationStructure. + + + + Updates the transforms of all instances in this RayTracingAccelerationStructure. + + + + + Updates the instance ID of a ray tracing instance associated with the Renderer passed as argument. + + + + + + + Updates the instance mask of a ray tracing instance associated with the Renderer passed as argument. + + + + + + + Updates the transform of the instance associated with the Renderer passed as argument. + + + + + + Indicates how a Renderer is updated. + + + + + Renderers with this mode have animated geometry and update their Mesh and Transform. + + + + + Renderers with this mode update their Transform, but not their Mesh. + + + + + Renderers with this mode are not ray traced. + + + + + Renderers with this mode never update. + + + + + A shader for GPU ray tracing. + + + + + The maximum number of ray bounces this shader can trace (Read Only). + + + + + Dispatches this RayTracingShader. + + The name of the ray generation shader. + The width of the ray generation shader thread grid. + The height of the ray generation shader thread grid. + The depth of the ray generation shader thread grid. + Optional parameter used to setup camera-related built-in shader variables. + + + + Sets the value for RayTracingAccelerationStructure property of this RayTracingShader. + + The name of the RayTracingAccelerationStructure being set. + The ID of the RayTracingAccelerationStructure as given by Shader.PropertyToID. + The value to set the RayTracingAccelerationStructure to. + + + + Sets the value for RayTracingAccelerationStructure property of this RayTracingShader. + + The name of the RayTracingAccelerationStructure being set. + The ID of the RayTracingAccelerationStructure as given by Shader.PropertyToID. + The value to set the RayTracingAccelerationStructure to. + + + + Sets the value of a boolean uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The boolean value to set. + + + + Sets the value of a boolean uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The boolean value to set. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets the value of a float uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float value to set. + + + + Sets the value of a float uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float value to set. + + + + Sets the values for a float array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float array to set. + + + + Sets the values for a float array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float array to set. + + + + Sets the value of a int uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int value to set. + + + + Sets the value of a int uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int value to set. + + + + Sets the values for a int array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int array to set. + + + + Sets the values for a int array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int array to set. + + + + Sets the value of a matrix uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix to set. + + + + Sets the value of a matrix uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix to set. + + + + Sets a matrix array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix array to set. + + + + Sets a matrix array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix array to set. + + + + Selects which Shader Pass to use when executing ray/geometry intersection shaders. + + The Shader Pass to use when executing ray tracing shaders. + + + + Binds a texture resource. This can be a input or an output texture (UAV). + + The ID of the resource as given by Shader.PropertyToID. + The name of the texture being set. + The texture to bind the named local resource to. + + + + Binds a texture resource. This can be a input or an output texture (UAV). + + The ID of the resource as given by Shader.PropertyToID. + The name of the texture being set. + The texture to bind the named local resource to. + + + + Binds a global texture to a RayTracingShader. + + The ID of the texture as given by Shader.PropertyToID. + The name of the texture to bind. + The name of the global resource to bind to the RayTracingShader. + The ID of the global resource as given by Shader.PropertyToID. + + + + Binds a global texture to a RayTracingShader. + + The ID of the texture as given by Shader.PropertyToID. + The name of the texture to bind. + The name of the global resource to bind to the RayTracingShader. + The ID of the global resource as given by Shader.PropertyToID. + + + + Sets the value for a vector uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The vector to set. + + + + Sets the value for a vector uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The vector to set. + + + + Sets a vector array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The array of vectors to set. + + + + Sets a vector array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The array of vectors to set. + + + + Flags that determine the behavior of a sub-mesh in a RayTracingAccelerationStructure. + + + + + When rays encounter this geometry, the geometry acts as though no any hit shader is present. The geometry is considered opaque. + + + + + Unity skips the sub-mesh when building a RayTracingAccelerationStructure. As a result, rays cast using TraceRay HLSL function will never intersect the sub-mesh. + + + + + The sub-mesh is provided as input to a RayTracingAccelerationStructure build operation. + + + + + This flag enables the guarantee that for a given ray-triangle pair, an any hit shader is invoked only once, potentially with some performance impact. + + + + + Empty implementation of IScriptableRuntimeReflectionSystem. + + + + + Update the reflection probes. + + + Whether a reflection probe was updated. + + + + + Global settings for the scriptable runtime reflection system. + + + + + The current scriptable runtime reflection system instance. + + + + + Prewarms shaders in a way that is supported by all graphics APIs. + + + + + Prewarms all shader variants for a given Shader, using a given rendering configuration. + + + + + + + Prewarms the shader variants for a given Shader that are in a given ShaderVariantCollection, using a given rendering configuration. + + + + + + + + The rendering configuration to use when prewarming shader variants. + + + + + The vertex data layout to use when prewarming shader variants. + + + + + Experimental render settings features. + + + + + UseRadianceAmbientProbe has been deprecated, please use UnityEngine.Experimental.GlobalIllumination.useRadianceAmbientProbe. + + + + + Object that is used to resolve references to an ExposedReference field. + + + + + Creates a type whos value is resolvable at runtime. + + + + + The default value, in case the value cannot be resolved. + + + + + The name of the ExposedReference. + + + + + Gets the value of the reference by resolving it given the ExposedPropertyResolver context object. + + The ExposedPropertyResolver context object. + + The resolved reference value. + + + + + Filtering mode for textures. Corresponds to the settings in a. + + + + + Bilinear filtering - texture samples are averaged. + + + + + Point filtering - texture pixels become blocky up close. + + + + + Trilinear filtering - texture samples are averaged and also blended between mipmap levels. + + + + + A flare asset. Read more about flares in the. + + + + + FlareLayer component. + + + + + Fog mode to use. + + + + + Exponential fog. + + + + + Exponential squared fog (default). + + + + + Linear fog. + + + + + Controls the from a script. + + + + + Queries whether the is enabled. + + + + + Struct containing basic FrameTimings and accompanying relevant data. + + + + + The CPU time for a given frame, in ms. + + + + + This is the CPU clock time at the point GPU finished rendering the frame and interrupted the CPU. + + + + + This is the CPU clock time at the point Present was called for the current frame. + + + + + The GPU time for a given frame, in ms. + + + + + This was the height scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings. + + + + + This was the vsync mode for the given frame and the linked frame timings. + + + + + This was the width scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings. + + + + + The FrameTimingManager allows the user to capture and access FrameTiming data for multiple frames. + + + + + This function triggers the FrameTimingManager to capture a snapshot of FrameTiming's data, that can then be accessed by the user. + + + + + This returns the frequency of CPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + CPU timer frequency for current platform. + + + + + This returns the frequency of GPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + GPU timer frequency for current platform. + + + + + Allows the user to access the currently captured FrameTimings. + + User supplies a desired number of frames they would like FrameTimings for. This should be equal to or less than the maximum FrameTimings the platform can capture. + An array of FrameTiming structs that is passed in by the user and will be filled with data as requested. It is the users job to make sure the array that is passed is large enough to hold the requested number of FrameTimings. + + Returns the number of FrameTimings it actually was able to get. This will always be equal to or less than the requested numFrames depending on availability of captured FrameTimings. + + + + + This returns the number of vsyncs per second on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + Number of vsyncs per second of the current platform. + + + + + This struct contains the view space coordinates of the near projection plane. + + + + + Position in view space of the bottom side of the near projection plane. + + + + + Position in view space of the left side of the near projection plane. + + + + + Position in view space of the right side of the near projection plane. + + + + + Position in view space of the top side of the near projection plane. + + + + + Z distance from the origin of view space to the far projection plane. + + + + + Z distance from the origin of view space to the near projection plane. + + + + + Platform agnostic full-screen mode. Not all platforms support all modes. + + + + + Set your app to maintain sole full-screen use of a display. Unlike Fullscreen Window, this mode changes the OS resolution of the display to match the app's chosen resolution. This option is only supported on Windows; on other platforms the setting falls back to FullScreenMode.FullScreenWindow. + + + + + Set your app window to the full-screen native display resolution, covering the whole screen. This full-screen mode is also known as "borderless full-screen." Unity renders app content at the resolution set by a script (or the native display resolution if none is set) and scales it to fill the window. When scaling, Unity adds black bars to the rendered output to match the display aspect ratio to prevent content stretching. This process is called <a href="https:en.wikipedia.orgwikiLetterboxing_(filming)">letterboxing</a>. The OS overlay UI will display on top of the full-screen window (such as IME input windows). All platforms support this mode. + + + + + Set the app window to the operating system’s definition of “maximized”. This means a full-screen window with a hidden menu bar and dock on macOS. This option is only supported on macOS; on other platforms, the setting falls back to FullScreenMode.FullScreenWindow. + + + + + Set your app to a standard, non-full-screen movable window, the size of which is dependent on the app resolution. All desktop platforms support this full-screen mode. + + + + + Describes options for displaying movie playback controls. + + + + + Do not display any controls, but cancel movie playback if input occurs. + + + + + Display the standard controls for controlling movie playback. + + + + + Do not display any controls. + + + + + Display minimal set of controls controlling movie playback. + + + + + Describes scaling modes for displaying movies. + + + + + Scale the movie until the movie fills the entire screen. + + + + + Scale the movie until one dimension fits on the screen exactly. + + + + + Scale the movie until both dimensions fit the screen exactly. + + + + + Do not scale the movie. + + + + + Base class for all entities in Unity Scenes. + + + + + Defines whether the GameObject is active in the Scene. + + + + + The local active state of this GameObject. (Read Only) + + + + + The Animation attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The AudioSource attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Camera attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Collider attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Collider2D component attached to this object. + + + + + The ConstantForce attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The HingeJoint attached to this GameObject (Read Only). (Null if there is none attached). + + + + + Gets and sets the GameObject's StaticEditorFlags. + + + + + The layer the GameObject is in. + + + + + The Light attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The NetworkView attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The ParticleSystem attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Renderer attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Rigidbody attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Rigidbody2D component attached to this GameObject. (Read Only) + + + + + Scene that the GameObject is part of. + + + + + Scene culling mask Unity uses to determine which scene to render the GameObject in. + + + + + The tag of this game object. + + + + + The Transform attached to this GameObject. + + + + + Adds a component class named className to the game object. + + + + + + Adds a component class of type componentType to the game object. C# Users can use a generic version. + + + + + + Generic version of this method. + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + + + + + + + + Is this game object tagged with tag ? + + The tag to compare. + + + + Creates a game object with a primitive mesh renderer and appropriate collider. + + The type of primitive object to create. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Finds a GameObject by name and returns it. + + + + + + Returns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found. + + The name of the tag to search GameObjects for. + + + + Returns one active GameObject tagged tag. Returns null if no GameObject was found. + + The tag to search for. + + + + Returns the component of Type type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Generic version of this method. + + + + + Returns the component with name type if the GameObject has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + + A component of the matching type, if found. + + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + + A component of the matching type, if found. + + + + + Generic version of this method. + + + + A component of the matching type, if found. + + + + + Generic version of this method. + + + + A component of the matching type, if found. + + + + + Retrieves the component of Type type in the GameObject or any of its parents. + + Type of component to find. + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Retrieves the component of Type type in the GameObject or any of its parents. + + Type of component to find. + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Generic version of this method. + + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Generic version of this method. + + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Returns all components of Type type in the GameObject. + + The type of component to retrieve. + + + + Generic version of this method. + + + + + Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved. + + The type of Component to retrieve. + List to receive the results. + + + + Returns all components of Type type in the GameObject into List results. + + List of type T to receive the results. + + + + Returns all components of Type type in the GameObject or any of its children children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Returns all components of Type type in the GameObject or any of its children children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Generic version of this method. + + Should inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + + + + + Generic version of this method. + + Should inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + + + + + Return all found Components into List results. + + List to receive found Components. + Should inactive GameObjects be included in the found set? + + + + Return all found Components into List results. + + List to receive found Components. + Should inactive GameObjects be included in the found set? + + + + Returns all components of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should inactive Components be included in the found set? + + + + Generic version of this method. + + Determines whether to include inactive components in the found set. + + + + Generic version of this method. + + Determines whether to include inactive components in the found set. + + + + Find Components in GameObject or parents, and return them in List results. + + Should inactive Components be included in the found set? + List holding the found Components. + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + ActivatesDeactivates the GameObject, depending on the given true or false/ value. + + Activate or deactivate the object, where true activates the GameObject and false deactivates the GameObject. + + + + Gets the component of the specified type, if it exists. + + The type of component to retrieve. + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + Generic version of this method. + + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + Utility class for common geometric functions. + + + + + Calculates the bounding box from the given array of positions and the transformation matrix. + + An array that stores the location of 3d positions. + A matrix that changes the position, rotation and size of the bounds calculation. + + Calculates the axis-aligned bounding box. + + + + + Calculates frustum planes. + + The camera with the view frustum that you want to calculate planes from. + + The planes that form the camera's view frustum. + + + + + Calculates frustum planes. + + The camera with the view frustum that you want to calculate planes from. + An array of 6 Planes that will be overwritten with the calculated plane values. + + + + Calculates frustum planes. + + A matrix that transforms from world space to projection space, from which the planes will be calculated. + + The planes that enclose the projection space described by the matrix. + + + + + Calculates frustum planes. + + A matrix that transforms from world space to projection space, from which the planes will be calculated. + An array of 6 Planes that will be overwritten with the calculated plane values. + + + + Returns true if bounds are inside the plane array. + + + + + + + GeometryUtility.TryCreatePlaneFromPolygon creates a plane from the given list of vertices that define the polygon, as long as they do not characterize a straight line or zero area. + + An array of vertex positions that define the shape of a polygon. + A valid plane that goes through the vertices. + + Returns true on success, false if Unity did not create a plane from the vertices. + + + + + Gizmos are used to give visual debugging or setup aids in the Scene view. + + + + + Sets the color for the gizmos that will be drawn next. + + + + + Set a texture that contains the exposure correction for LightProbe gizmos. The value is sampled from the red channel in the middle of the texture. + + + + + Sets the Matrix4x4 that the Unity Editor uses to draw Gizmos. + + + + + Set a scale for Light Probe gizmos. This scale will be used to render the spherical harmonic preview spheres. + + + + + Draw a solid box with center and size. + + + + + + + Draw a camera frustum using the currently set Gizmos.matrix for its location and rotation. + + The apex of the truncated pyramid. + Vertical field of view (ie, the angle at the apex in degrees). + Distance of the frustum's far plane. + Distance of the frustum's near plane. + Width/height ratio. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw an icon at a position in the Scene view. + + + + + + + + Draw an icon at a position in the Scene view. + + + + + + + + Draws a line starting at from towards to. + + + + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a solid sphere with center and radius. + + + + + + + Draw a wireframe box with center and size. + + + + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe sphere with center and radius. + + + + + + + Low-level graphics library. + + + + + Select whether to invert the backface culling (true) or not (false). + + + + + Gets or sets the modelview matrix. + + + + + Controls whether Linear-to-sRGB color conversion is performed while rendering. + + + + + Should rendering be done in wireframe? + + + + + Begin drawing 3D primitives. + + Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES. + + + + Clear the current render buffer. + + Should the depth buffer be cleared? + Should the color buffer be cleared? + The color to clear with, used only if clearColor is true. + The depth to clear the z-buffer with, used only if clearDepth is true. The valid +range is from 0 (near plane) to 1 (far plane). The value is graphics API agnostic: the abstraction layer will convert +the value to match the convention of the current graphics API. + + + + Clear the current render buffer with camera's skybox. + + Should the depth buffer be cleared? + Camera to get projection parameters and skybox from. + + + + Sets current vertex color. + + + + + + End drawing 3D primitives. + + + + + Sends queued-up commands in the driver's command buffer to the GPU. + + + + + Compute GPU projection matrix from camera's projection matrix. + + Source projection matrix. + Will this projection be used for rendering into a RenderTexture? + + Adjusted projection matrix for the current graphics API. + + + + + Invalidate the internally cached render state. + + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Mode for Begin: draw line strip. + + + + + Mode for Begin: draw lines. + + + + + Load an identity into the current model and view matrices. + + + + + Helper function to set up an orthograhic projection. + + + + + Setup a matrix for pixel-correct rendering. + + + + + Setup a matrix for pixel-correct rendering. + + + + + + + + + Load an arbitrary matrix to the current projection matrix. + + + + + + Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit. + + + + + + + Sets current texture coordinate (x,y) for the actual texture unit. + + + + + + + + Sets current texture coordinate (x,y,z) to the actual texture unit. + + + + + + + + + Sets the current model matrix to the one specified. + + + + + + Restores the model, view and projection matrices off the top of the matrix stack. + + + + + Saves the model, view and projection matrices to the top of the matrix stack. + + + + + Mode for Begin: draw quads. + + + + + Resolves the render target for subsequent operations sampling from it. + + + + + Sets current texture coordinate (v.x,v.y,v.z) for all texture units. + + + + + + Sets current texture coordinate (x,y) for all texture units. + + + + + + + Sets current texture coordinate (x,y,z) for all texture units. + + + + + + + + Mode for Begin: draw triangle strip. + + + + + Mode for Begin: draw triangles. + + + + + Submit a vertex. + + + + + + Submit a vertex. + + + + + + + + Set the rendering viewport. + + + + + + Gradient used for animating colors. + + + + + All alpha keys defined in the gradient. + + + + + All color keys defined in the gradient. + + + + + Control how the gradient is evaluated. + + + + + Create a new Gradient object. + + + + + Calculate color at a given time. + + Time of the key (0 - 1). + + + + Setup Gradient with an array of color keys and alpha keys. + + Color keys of the gradient (maximum 8 color keys). + Alpha keys of the gradient (maximum 8 alpha keys). + + + + Alpha key used by Gradient. + + + + + Alpha channel of key. + + + + + Time of the key (0 - 1). + + + + + Gradient alpha key. + + Alpha of key (0 - 1). + Time of the key (0 - 1). + + + + Color key used by Gradient. + + + + + Color of key. + + + + + Time of the key (0 - 1). + + + + + Gradient color key. + + Color of key. + Time of the key (0 - 1). + + + + + Select how gradients will be evaluated. + + + + + Find the 2 keys adjacent to the requested evaluation time, and linearly interpolate between them to obtain a blended color. + + + + + Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time. + + + + + Attribute used to configure the usage of the GradientField and Gradient Editor for a gradient. + + + + + The color space the Gradient uses. + + + + + If set to true the Gradient uses HDR colors. + + + + + Attribute for gradient fields. Used to configure the GUI for the Gradient Editor. + + Set to true if the colors should be treated as HDR colors (default value: false). + The colors should be treated as from this color space (default value: ColorSpace.Gamma). + + + + Raw interface to Unity's drawing functions. + + + + + Currently active color buffer (Read Only). + + + + + Returns the currently active color gamut. + + + + + Currently active depth/stencil buffer (Read Only). + + + + + The GraphicsTier for the current device. + + + + + The minimum OpenGL ES version. The value is specified in PlayerSettings. + + + + + True when rendering over native UI is enabled in Player Settings (readonly). + + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination, for multi-tap shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use for copying. Material's shader should do some post-processing effect. + Variable number of filtering offsets. Offsets are given in pixels. + The texture array destination slice to blit to. + + + + Copies source texture into destination, for multi-tap shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use for copying. Material's shader should do some post-processing effect. + Variable number of filtering offsets. Offsets are given in pixels. + The texture array destination slice to blit to. + + + + Clear random write targets for level pixel shaders. + + + + + This function provides an efficient way to convert between textures of different formats and dimensions. +The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + True if the call succeeded. + + + + + This function provides an efficient way to convert between textures of different formats and dimensions. +The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + True if the call succeeded. + + + + + Copies the contents of one GraphicsBuffer into another. + + The source buffer. + The destination buffer. + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Shortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + Shortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + This functionality is deprecated, and should no longer be used. Please use Graphics.CreateGraphicsFence. + + + + + + Creates a GraphicsFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU. + + The type of GraphicsFence to create. Currently the only supported value is GraphicsFenceType.AsyncQueueSynchronization. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored. + + Returns a new GraphicsFence. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the Meshes should cast shadows. + Determines whether the Meshes should receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the Meshes should cast shadows. + Determines whether the Meshes should receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The bounding volume surrounding the instances you intend to draw. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The bounding volume surrounding the instances you intend to draw. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. +This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The bounding volume surrounding the instances you intend to draw. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the Meshes should cast shadows. + Determines whether the Meshes should receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU, with an index buffer. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + Instance count to render. + Index count to render. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Index count to render. + Instance count to render. + Index buffer used to submit vertices to the GPU. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Execute a command buffer. + + The buffer to execute. + + + + Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. + + The CommandBuffer to be executed. + Describes the desired async compute queue the supplied CommandBuffer should be executed on. + + + + Renders a mesh with given rendering parameters. + + The parameters Unity uses to render the mesh. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The transformation matrix Unity uses to transform the mesh from object to world space. + The previous frame transformation matrix Unity uses to calculate motion vectors for the mesh. + + + + Renders multiple instances of a mesh using GPU instancing and rendering command arguments from commandBuffer. + + The parameters Unity uses to render the mesh. + The Mesh to render. + A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawIndexedArgs). + The number of rendering commands to execute in the commandBuffer. + The first command to execute in the commandBuffer. + + + + Renders multiple instances of a mesh using GPU instancing. + + The parameters Unity uses to render the mesh instances. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The array of instance data used to render the instances. + The number of instances to render. When this argument is -1 (default), Unity renders all the instances from the startInstance to the end of the instanceData array. + The first instance in the instanceData to render. + + + + Renders multiple instances of a mesh using GPU instancing. + + The parameters Unity uses to render the mesh instances. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The array of instance data used to render the instances. + The number of instances to render. When this argument is -1 (default), Unity renders all the instances from the startInstance to the end of the instanceData array. + The first instance in the instanceData to render. + + + + Renders multiple instances of a mesh using GPU instancing. + + The parameters Unity uses to render the mesh instances. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The array of instance data used to render the instances. + The number of instances to render. When this argument is -1 (default), Unity renders all the instances from the startInstance to the end of the instanceData array. + The first instance in the instanceData to render. + + + + Renders multiple instances of a Mesh using GPU instancing and a custom shader. + + The parameters Unity uses to render the Mesh primitives. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The number of instances to render. + + + + Renders non-indexed primitives with GPU instancing and a custom shader. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + The number of vertices per instance. + The number of instances to render. + + + + Renders indexed primitives with GPU instancing and a custom shader. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + The index buffer for the rendered primitives. + The number of indices per instance. + The first index in the indexBuffer. + The number of instances to render. + + + + Renders indexed primitives with GPU instancing and a custom shader with rendering command arguments from commandBuffer. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + Index buffer for the rendered primitives. + A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawIndexedArgs). + The number of rendering commands to execute in the commandBuffer. + The first command to execute in the commandBuffer. + + + + Renders primitives with GPU instancing and a custom shader using rendering command arguments from commandBuffer. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawArgs). + The number of rendering commands to execute in the commandBuffer. + The first command to execute in the commandBuffer. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer or texture to set as the write target. + Whether to leave the append/consume counter value unchanged. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer or texture to set as the write target. + Whether to leave the append/consume counter value unchanged. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer or texture to set as the write target. + Whether to leave the append/consume counter value unchanged. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Instructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Instructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + This functionality is deprecated, and should no longer be used. Please use Graphics.WaitOnAsyncGraphicsFence. + + + + + + + GPU graphics data buffer, for working with geometry or compute shader data. + + + + + Number of elements in the buffer (Read Only). + + + + + The debug label for the graphics buffer (setter only). + + + + + Size of one element in the buffer (Read Only). + + + + + Usage target, which specifies the intended usage of this GraphicsBuffer (Read Only). + + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Create a Graphics Buffer. + + Select whether this buffer can be used as a vertex or index buffer. + Number of elements in the buffer. + Size of one element in the buffer. For index buffers, this must be either 2 or 4 bytes. + + + + Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types. + + An array to receive the data. + The first element index in data where retrieved elements are copied. + The first element index of the buffer from which elements are read. + The number of elements to retrieve. + + + + Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types. + + An array to receive the data. + The first element index in data where retrieved elements are copied. + The first element index of the buffer from which elements are read. + The number of elements to retrieve. + + + + Retrieve a native (underlying graphics API) pointer to the buffer. + + + Pointer to the underlying graphics API buffer. + + + + + Defines the data layout for non-indexed indirect render calls. + + + + + The number of instances to render. + + + + + The size of the struct in bytes. + + + + + The first instance to render. + + + + + The first vertex to render. + + + + + The number of vertices per instance. + + + + + Defines the data layout for indexed indirect render calls. + + + + + The index to add to values fetched from the index buffer. + + + + + The number of vertex indices per instance. + + + + + The number of instances to render. + + + + + The size of the struct in bytes. + + + + + The first index to use in the index buffer of the rendering call. + + + + + The first instance to render. + + + + + Returns true if this graphics buffer is valid, or false otherwise. + + + + + Release a Graphics Buffer. + + + + + Sets counter value of append/consume buffer. + + Value of the append/consume counter. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the graphics buffer. + The number of elements to copy. + The first element index in the graphics buffer to receive the data. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the graphics buffer. + The number of elements to copy. + The first element index in the graphics buffer to receive the data. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the graphics buffer. + The number of elements to copy. + The first element index in the graphics buffer to receive the data. + + + + + The intended usage of a GraphicsBuffer. + + + + + GraphicsBuffer can be used as an append-consume buffer. + + + + + GraphicsBuffer can be used as a constant buffer (uniform buffer). + + + + + GraphicsBuffer can be used as a destination for CopyBuffer. + + + + + GraphicsBuffer can be used as a source for CopyBuffer. + + + + + GraphicsBuffer with an internal counter. + + + + + GraphicsBuffer can be used as an index buffer. + + + + + GraphicsBuffer can be used as an indirect argument buffer for indirect draws and dispatches. + + + + + GraphicsBuffer can be used as a raw byte-address buffer. + + + + + GraphicsBuffer can be used as a structured buffer. + + + + + GraphicsBuffer can be used as a vertex buffer. + + + + + Interface into functionality unique to handheld devices. + + + + + Determines whether or not a 32-bit display buffer will be used. + + + + + Gets the current activity indicator style. + + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Sets the desired activity indicator style. + + + + + + Sets the desired activity indicator style. + + + + + + Starts os activity indicator. + + + + + Stops os activity indicator. + + + + + Triggers device vibration. + + + + + Represents a 128-bit hash value. + + + + + Returns true is the hash value is valid. (Read Only) + + + + + Hash new input data and combine with the current hash value. + + Input value. + + + + Hash new input data and combine with the current hash value. + + Input value. + + + + Hash new input data and combine with the current hash value. + + Input value. + + + + Hash new input string and combine with the current hash value. + + Input data string. Note that Unity interprets the string as UTF-8 data, even if internally in C# strings are UTF-16. + + + + Hash new input data array and combine with the current hash value. + + Input data array. + + + + Hash new input data array and combine with the current hash value. + + Input data array. + + + + Hash new input data array and combine with the current hash value. + + Input data array. + + + + Hash a slice of new input data array and combine with the current hash value. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + + + Hash a slice of new input data array and combine with the current hash value. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + + + Hash a slice of new input data array and combine with the current hash value. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + + + Hash new input data and combine with the current hash value. + + Raw data pointer, usually used with C# stackalloc data. + Data size in bytes. + + + + Compute a hash of input data. + + Input value. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input value. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input value. + + The 128-bit hash. + + + + + Compute a hash of input data string. + + Input data string. Note that Unity interprets the string as UTF-8 data, even if internally in C# strings are UTF-16. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input data array. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input data array. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input data array. + + The 128-bit hash. + + + + + Compute a hash of a slice of input data. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + The 128-bit hash. + + + + + Compute a hash of a slice of input data. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + The 128-bit hash. + + + + + Compute a hash of a slice of input data. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Raw data pointer, usually used with C# stackalloc data. + Data size in bytes. + + The 128-bit hash. + + + + + Directly initialize a Hash128 with a 128-bit value. + + First 32 bits of hash value. + Second 32 bits of hash value. + Third 32 bits of hash value. + Fourth 32 bits of hash value. + First 64 bits of hash value. + Second 64 bits of hash value. + + + + Directly initialize a Hash128 with a 128-bit value. + + First 32 bits of hash value. + Second 32 bits of hash value. + Third 32 bits of hash value. + Fourth 32 bits of hash value. + First 64 bits of hash value. + Second 64 bits of hash value. + + + + Convert a hex-encoded string into Hash128 value. + + A hexadecimal-encoded hash string. + + The 128-bit hash. + + + + + Convert a Hash128 to string. + + + + + Utilities to compute hashes with unsafe code. + + + + + Compute a 128 bit hash based on a data. + + Pointer to the data to hash. + The number of bytes to hash. + A pointer to store the low 64 bits of the computed hash. + A pointer to store the high 64 bits of the computed hash. + A pointer to the Hash128 to updated with the computed hash. + + + + Compute a 128 bit hash based on a data. + + Pointer to the data to hash. + The number of bytes to hash. + A pointer to store the low 64 bits of the computed hash. + A pointer to store the high 64 bits of the computed hash. + A pointer to the Hash128 to updated with the computed hash. + + + + Utilities to compute hashes. + + + + + Append inHash in outHash. + + Hash to append. + Hash that will be updated. + + + + Compute a 128 bit hash based on a value. the type of the value must be a value type. + + A reference to the value to hash. + A reference to the Hash128 to updated with the computed hash. + + + + Compute a 128 bit hash based on a value. the type of the value must be a value type. + + A reference to the value to hash. + A reference to the Hash128 to updated with the computed hash. + + + + Compute a Hash128 of a Matrix4x4. + + The Matrix4x4 to hash. + The computed hash. + + + + Compute a Hash128 of a Vector3. + + The Vector3 to hash. + The computed hash. + + + + A set of flags that describe the level of HDR display support available on the system. + + + + + Flag used to denote if the system supports automatic tonemapping to HDR displays. + + + + + Flag used to denote that support for HDR displays is not available on the system. + + + + + Flag used to denote that the system can change whether output is performed in HDR or SDR ranges at runtime when connected to an HDR display. + + + + + Flag used to denote that support for HDR displays is available on the system. + + + + + Provides access to HDR display settings and information. + + + + + Describes whether HDR output is currently active on the display. It is true if this is the case, and @@false@ otherwise. + + + + + Describes whether Unity performs HDR tonemapping automatically. + + + + + Describes whether HDR is currently available on your primary display and that you have HDR enabled in your Unity Project. It is true if this is the case, and false otherwise. + + + + + The ColorGamut used to output to the active HDR display. + + + + + The list of currently connected displays with possible HDR availability. + + + + + The RenderTextureFormat of the display buffer for the active HDR display. + + + + + The Experimental.Rendering.GraphicsFormat of the display buffer for the active HDR display. + + + + + The HDROutputSettings for the main display. + + + + + Maximum input luminance at which gradation is preserved even when the entire screen is bright. + + + + + Maximum input luminance at which gradation is preserved when 10% of the screen is bright. + + + + + Minimum input luminance at which gradation is identifiable. + + + + + The base luminance of a white paper surface in nits or candela per square meter (cd/m2). + + + + + Describes whether the user has requested to change the HDR Output Mode. It is true if this is the case, and false otherwise. + + + + + Use this function to request a change in the HDR Output Mode and in the value of HDROutputSettings.active. + + Indicates whether HDR should be enabled. + + + + Sets the base luminance of a white paper surface in nits or candela per square meter (cd/m2). + + The brightness of paper white in nits. + + + + Use this PropertyAttribute to add a header above some fields in the Inspector. + + + + + The header text. + + + + + Add a header above some fields in the Inspector. + + The header text. + + + + Provide a custom documentation URL for a class. + + + + + Initialize the HelpURL attribute with a documentation url. + + The custom documentation URL for this class. + + + + The documentation URL specified for this class. + + + + + Bit mask that controls object destruction, saving and visibility in inspectors. + + + + + The object will not be saved to the Scene. It will not be destroyed when a new Scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset. + + + + + The object will not be saved when building a player. + + + + + The object will not be saved to the Scene in the editor. + + + + + The object will not be unloaded by Resources.UnloadUnusedAssets. + + + + + The GameObject is not shown in the Hierarchy, not saved to Scenes, and not unloaded by Resources.UnloadUnusedAssets. + + + + + The object will not appear in the hierarchy. + + + + + It is not possible to view it in the inspector. + + + + + A normal, visible object. This is the default. + + + + + The object is not editable in the Inspector. + + + + + Makes a variable not show up in the inspector but be serialized. + + + + + This is the data structure for holding individual host information. + + + + + A miscellaneous comment (can hold data). + + + + + Currently connected players. + + + + + The name of the game (like John Doe's Game). + + + + + The type of the game (like "MyUniqueGameType"). + + + + + The GUID of the host, needed when connecting with NAT punchthrough. + + + + + Server IP address. + + + + + Does the server require a password? + + + + + Maximum players limit. + + + + + Server port. + + + + + Does this server require NAT punchthrough? + + + + + Attribute to specify an icon for a MonoBehaviour or ScriptableObject. + + + + + A project-relative path to a texture. + + + + + Create an IconAttribute with a path to an icon. + + A project-relative path to a texture. + + + + Interface for objects used as resolvers on ExposedReferences. + + + + + Remove a value for the given reference. + + Identifier of the ExposedReference. + + + + Retrieves a value for the given identifier. + + Identifier of the ExposedReference. + Is the identifier valid? + + The value stored in the table. + + + + + Assigns a value for an ExposedReference. + + Identifier of the ExposedReference. + The value to assigned to the ExposedReference. + + + + Interface for custom logger implementation. + + + + + To selective enable debug log message. + + + + + To runtime toggle debug logging [ON/OFF]. + + + + + Set Logger.ILogHandler. + + + + + Check logging is enabled based on the LogType. + + + + Retrun true in case logs of LogType will be logged otherwise returns false. + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + A variant of ILogger.Log that logs an error message. + + + + + + + + A variant of ILogger.Log that logs an error message. + + + + + + + + A variant of ILogger.Log that logs an exception message. + + + + + + Logs a formatted message. + + + + + + + + A variant of Logger.Log that logs an warning message. + + + + + + + + A variant of Logger.Log that logs an warning message. + + + + + + + + Interface for custom log handler implementation. + + + + + A variant of ILogHandler.LogFormat that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + Any Image Effect with this attribute will be rendered after Dynamic Resolution stage. + + + + + Any Image Effect with this attribute can be rendered into the Scene view camera. + + + + + Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. + + + + + When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering. + + + + + Use this attribute when image effects are implemented using Command Buffers. + + + + + Use this attribute on enum value declarations to change the display name shown in the Inspector. + + + + + Name to display in the Inspector. + + + + + Specify a display name for an enum value. + + The name to display. + + + + ActivityIndicator Style (iOS Specific). + + + + + Do not show ActivityIndicator. + + + + + The standard gray style of indicator (UIActivityIndicatorViewStyleGray). + + + + + The standard white style of indicator (UIActivityIndicatorViewStyleWhite). + + + + + The large white style of indicator (UIActivityIndicatorViewStyleWhiteLarge). + + + + + ADBannerView is a wrapper around the ADBannerView class found in the Apple iAd framework and is only available on iOS. + + + + + Banner layout. + + + + + Checks if banner contents are loaded. + + + + + The position of the banner view. + + + + + The size of the banner view. + + + + + Banner visibility. Initially banner is not visible. + + + + + Will be fired when banner ad failed to load. + + + + + Will be fired when banner was clicked. + + + + + Will be fired when banner loaded new ad. + + + + + Creates a banner view with given type and auto-layout params. + + + + + + + Checks if the banner type is available (e.g. MediumRect is available only starting with ios6). + + + + + + Specifies how banner should be layed out on screen. + + + + + Traditional Banner: align to screen bottom. + + + + + Rect Banner: align to screen bottom, placing at the center. + + + + + Rect Banner: place in bottom-left corner. + + + + + Rect Banner: place in bottom-right corner. + + + + + Rect Banner: place exactly at screen center. + + + + + Rect Banner: align to screen left, placing at the center. + + + + + Rect Banner: align to screen right, placing at the center. + + + + + Completely manual positioning. + + + + + Traditional Banner: align to screen top. + + + + + Rect Banner: align to screen top, placing at the center. + + + + + Rect Banner: place in top-left corner. + + + + + Rect Banner: place in top-right corner. + + + + + The type of the banner view. + + + + + Traditional Banner (it takes full screen width). + + + + + Rect Banner (300x250). + + + + + ADInterstitialAd is a wrapper around the ADInterstitialAd class found in the Apple iAd framework and is only available on iPad. + + + + + Checks if InterstitialAd is available (it is available on iPad since iOS 4.3, and on iPhone since iOS 7.0). + + + + + Has the interstitial ad object downloaded an advertisement? (Read Only) + + + + + Creates an interstitial ad. + + + + + + Creates an interstitial ad. + + + + + + Will be called when ad is ready to be shown. + + + + + Will be called when user viewed ad contents: i.e. they went past the initial screen. Please note that it is impossible to determine if they clicked on any links in ad sequences that follows the initial screen. + + + + + Reload advertisement. + + + + + Shows full-screen advertisement to user. + + + + + Specify calendar types. + + + + + Identifies the Buddhist calendar. + + + + + Identifies the Chinese calendar. + + + + + Identifies the Gregorian calendar. + + + + + Identifies the Hebrew calendar. + + + + + Identifies the Indian calendar. + + + + + Identifies the Islamic calendar. + + + + + Identifies the Islamic civil calendar. + + + + + Identifies the ISO8601. + + + + + Identifies the Japanese calendar. + + + + + Identifies the Persian calendar. + + + + + Identifies the Republic of China (Taiwan) calendar. + + + + + Specify calendrical units. + + + + + Specifies the day unit. + + + + + Specifies the era unit. + + + + + Specifies the hour unit. + + + + + Specifies the minute unit. + + + + + Specifies the month unit. + + + + + Specifies the quarter of the calendar. + + + + + Specifies the second unit. + + + + + Specifies the week unit. + + + + + Specifies the weekday unit. + + + + + Specifies the ordinal weekday unit. + + + + + Specifies the year unit. + + + + + Interface into iOS specific functionality. + + + + + Advertising ID. + + + + + Is advertising tracking enabled. + + + + + Defer system gestures until the second swipe on specific edges. + + + + + The generation of the device. (Read Only) + + + + + Specifies whether the home button should be hidden in the iOS build of this application. + + + + + Specifies whether app built for iOS is running on Mac. + + + + + Indicates whether Low Power Mode is enabled on the device. + + + + + iOS version. + + + + + Vendor ID. + + + + + Indicates whether the screen may be dimmed lower than the hardware is normally capable of by emulating it in software. + + + + + Request App Store rating and review from the user. + + + Value indicating whether the underlying API is available or not. False indicates that the iOS version isn't recent enough or that the StoreKit framework is not linked with the app. + + + + + Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations. + + + + + + Set file flag to be excluded from iCloud/iTunes backup. + + + + + + iOS device generation. + + + + + iPad, first generation. + + + + + iPad, second generation. + + + + + iPad, third generation. + + + + + iPad, fourth generation. + + + + + iPad, fifth generation. + + + + + iPad, sixth generation. + + + + + iPad, seventh generation. + + + + + iPad, eighth generation. + + + + + iPad, ninth generation. + + + + + iPad Air. + + + + + iPad Air 2. + + + + + iPad Air, third generation. + + + + + iPad Air, fourth generation. + + + + + iPad Air, fifth generation. + + + + + iPad Mini, first generation. + + + + + iPad Mini, second generation. + + + + + iPad Mini, third generation. + + + + + iPad Mini, fourth generation. + + + + + iPad Mini, fifth generation. + + + + + iPad Mini, sixth generation. + + + + + iPad Pro 9.7", first generation. + + + + + iPad Pro 10.5", second generation 10" iPad. + + + + + iPad Pro 11", first generation. + + + + + iPad Pro 11", second generation. + + + + + iPad Pro 11", third generation. + + + + + iPad Pro 12.9", first generation. + + + + + iPad Pro 12.9", second generation. + + + + + iPad Pro 12.9", third generation. + + + + + iPad Pro 12.9", fourth generation. + + + + + iPad Pro 12.9", fifth generation. + + + + + Yet unknown iPad. + + + + + iPhone, first generation. + + + + + iPhone 11. + + + + + iPhone 11 Pro. + + + + + iPhone 11 Pro Max. + + + + + iPhone 12. + + + + + iPhone 12 Mini. + + + + + iPhone 12 Pro. + + + + + iPhone 12 Pro Max. + + + + + iPhone 13. + + + + + iPhone 13 Mini. + + + + + iPhone 13 Pro. + + + + + iPhone 13 Pro Max. + + + + + iPhone 14. + + + + + iPhone 14 Plus. + + + + + iPhone 14 Pro. + + + + + iPhone 14 Pro Max. + + + + + iPhone, second generation. + + + + + iPhone, third generation. + + + + + iPhone, fourth generation. + + + + + iPhone, fifth generation. + + + + + iPhone5. + + + + + iPhone 5C. + + + + + iPhone 5S. + + + + + iPhone 6. + + + + + iPhone 6 plus. + + + + + iPhone 6S. + + + + + iPhone 6S Plus. + + + + + iPhone 7. + + + + + iPhone 7 Plus. + + + + + iPhone 8. + + + + + iPhone 8 Plus. + + + + + iPhone SE, first generation. + + + + + iPhone SE, second generation. + + + + + iPhone SE, third generation. + + + + + Yet unknown iPhone. + + + + + iPhone X. + + + + + iPhone XR. + + + + + iPhone XS. + + + + + iPhone XSMax. + + + + + iPod Touch, first generation. + + + + + iPod Touch, second generation. + + + + + iPod Touch, third generation. + + + + + iPod Touch, fourth generation. + + + + + iPod Touch, fifth generation. + + + + + iPod Touch, sixth generation. + + + + + iPod Touch, seventh generation. + + + + + Yet unknown iPod Touch. + + + + + iOS.LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhoneiPadiPod Touch. + + + + + The title of the action button or slider. + + + + + The message displayed in the notification alert. + + + + + Identifies the image used as the launch image when the user taps the action button. + + + + + A short description of the reason for the alert. + + + + + The number to display as the application's icon badge. + + + + + The default system sound. (Read Only) + + + + + The date and time when the system should deliver the notification. + + + + + A boolean value that controls whether the alert action is visible or not. + + + + + The calendar type (Gregorian, Chinese, etc) to use for rescheduling the notification. + + + + + The calendar interval at which to reschedule the notification. + + + + + The name of the sound file to play when an alert is displayed. + + + + + The time zone of the notification's fire date. + + + + + A dictionary for passing custom information to the notified application. + + + + + Creates a new local notification. + + + + + NotificationServices is only available on iPhoneiPadiPod Touch. + + + + + Device token received from Apple Push Service after calling NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) + + + + + Enabled local and remote notification types. + + + + + The number of received local notifications. (Read Only) + + + + + The list of objects representing received local notifications. (Read Only) + + + + + Returns an error that might occur on registration for remote notifications via NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) + + + + + The number of received remote notifications. (Read Only) + + + + + The list of objects representing received remote notifications. (Read Only) + + + + + All currently scheduled local notifications. + + + + + Cancels the delivery of all scheduled local notifications. + + + + + Cancels the delivery of the specified scheduled local notification. + + + + + + Discards of all received local notifications. + + + + + Discards of all received remote notifications. + + + + + Returns an object representing a specific local notification. (Read Only) + + + + + + Returns an object representing a specific remote notification. (Read Only) + + + + + + Presents a local notification immediately. + + + + + + Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + + Notification types to register for. + Specify true to also register for remote notifications. + + + + Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + + Notification types to register for. + Specify true to also register for remote notifications. + + + + Schedules a local notification. + + + + + + Unregister for remote notifications. + + + + + Specifies local and remote notification types. + + + + + Notification is an alert message. + + + + + Notification is a badge shown above the application's icon. + + + + + No notification types specified. + + + + + Notification is an alert sound. + + + + + On Demand Resources API. + + + + + Indicates whether player was built with "Use On Demand Resources" player setting enabled. + + + + + Creates an On Demand Resources (ODR) request. + + Tags for On Demand Resources that should be included in the request. + + Object representing ODR request. + + + + + Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine. + + + + + Returns an error after operation is complete. + + + + + Sets the priority for request. + + + + + Release all resources kept alive by On Demand Resources (ODR) request. + + + + + Gets file system's path to the resource available in On Demand Resources (ODR) request. + + Resource name. + + + + RemoteNotification is only available on iPhoneiPadiPod Touch. + + + + + The message displayed in the notification alert. (Read Only) + + + + + A short description of the reason for the alert. (Read Only) + + + + + The number to display as the application's icon badge. (Read Only) + + + + + A boolean value that controls whether the alert action is visible or not. (Read Only) + + + + + The name of the sound file to play when an alert is displayed. (Read Only) + + + + + A dictionary for passing custom information to the notified application. (Read Only) + + + + + Bit-mask used to control the deferring of system gestures on iOS. + + + + + Identifies all screen edges. + + + + + Identifies bottom screen edge. + + + + + Identifies left screen edge. + + + + + Disables gesture deferring on all edges. + + + + + Identifies right screen edge. + + + + + Identifies top screen edge. + + + + + Interface to receive callbacks upon serialization and deserialization. + + + + + Implement this method to receive a callback after Unity deserializes your object. + + + + + Implement this method to receive a callback before Unity serializes your object. + + + + + Parallel-for-transform jobs allow you to perform the same independent operation for each position, rotation and scale of all the transforms passed into the job. + + + + + Implement this method to perform work against a specific iteration index and transform. + + The index of the Parallel-for-transform loop at which to perform work. + The position, rotation and scale of the transforms passed into the job. + + + + Extension methods for IJobParallelForTransform. + + + + + Run an IJobParallelForTransform job with read-only access to the transform data. This method makes the job run on the calling thread instead of spreading it out over multiple threads. + + The TransformAccessArray to run this job on. + The job to run. + + + + Schedule an IJobParallelForTransform job with read-write access to the transform data. This method parallelizes access to transforms in different hierarchies. Transforms with a shared root object are always processed on the same thread. + + The job to schedule. + The TransformAccessArray to run this job on. + A JobHandle containing any jobs that must finish executing before this job begins. (Combine multiple jobs with JobHandle.CombineDependencies). Use dependencies to ensure that two jobs reading or writing to the same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Schedule an IJobParallelForTransform job with read-only access to the transform data. This method provides better parallelization because it can read all transforms in parallel instead of just parallelizing over different hierarchies. + + The job to schedule. + The TransformAccessArray to run this job on. + Granularity in which workstealing is performed. A value of 32 means the job queue will steal 32 iterations and then perform them in an efficient inner loop. + A JobHandle containing any jobs that must finish executing before this job begins. (Combine multiple jobs with JobHandle.CombineDependencies). Use dependencies to ensure that two jobs reading or writing to the same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Position, rotation and scale of an object. + + + + + Use this to determine whether this instance refers to a valid Transform. + + + + + The position of the transform relative to the parent. + + + + + The rotation of the transform relative to the parent transform's rotation. + + + + + The scale of the transform relative to the parent. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + The position of the transform in world space. + + + + + The rotation of the transform in world space stored as a Quaternion. + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + TransformAccessArray. + + + + + Returns array capacity. + + + + + isCreated. + + + + + Length. + + + + + Add. + + Transform. + + + + Allocate. + + Capacity. + Desired job count. + TransformAccessArray. + + + + Constructor. + + Transforms. + Desired job count. + Capacity. + + + + Constructor. + + Transforms. + Desired job count. + Capacity. + + + + Dispose. + + + + + Remove item at index. + + Index. + + + + Set transforms. + + Transforms. + + + + Array indexer. + + + + + Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. + + + + + 'a' key. + + + + + The '0' key on the top of the alphanumeric keyboard. + + + + + The '1' key on the top of the alphanumeric keyboard. + + + + + The '2' key on the top of the alphanumeric keyboard. + + + + + The '3' key on the top of the alphanumeric keyboard. + + + + + The '4' key on the top of the alphanumeric keyboard. + + + + + The '5' key on the top of the alphanumeric keyboard. + + + + + The '6' key on the top of the alphanumeric keyboard. + + + + + The '7' key on the top of the alphanumeric keyboard. + + + + + The '8' key on the top of the alphanumeric keyboard. + + + + + The '9' key on the top of the alphanumeric keyboard. + + + + + Alt Gr key. + + + + + Ampersand key '&'. + + + + + Asterisk key '*'. + + + + + At key '@'. + + + + + 'b' key. + + + + + Back quote key '`'. + + + + + Backslash key '\'. + + + + + The backspace key. + + + + + Break key. + + + + + 'c' key. + + + + + Capslock key. + + + + + Caret key '^'. + + + + + The Clear key. + + + + + Colon ':' key. + + + + + Comma ',' key. + + + + + 'd' key. + + + + + The forward delete key. + + + + + Dollar sign key '$'. + + + + + Double quote key '"'. + + + + + Down arrow key. + + + + + 'e' key. + + + + + End key. + + + + + Equals '=' key. + + + + + Escape key. + + + + + Exclamation mark key '!'. + + + + + 'f' key. + + + + + F1 function key. + + + + + F10 function key. + + + + + F11 function key. + + + + + F12 function key. + + + + + F13 function key. + + + + + F14 function key. + + + + + F15 function key. + + + + + F2 function key. + + + + + F3 function key. + + + + + F4 function key. + + + + + F5 function key. + + + + + F6 function key. + + + + + F7 function key. + + + + + F8 function key. + + + + + F9 function key. + + + + + 'g' key. + + + + + Greater than '>' key. + + + + + 'h' key. + + + + + Hash key '#'. + + + + + Help key. + + + + + Home key. + + + + + 'i' key. + + + + + Insert key key. + + + + + 'j' key. + + + + + Button 0 on first joystick. + + + + + Button 1 on first joystick. + + + + + Button 10 on first joystick. + + + + + Button 11 on first joystick. + + + + + Button 12 on first joystick. + + + + + Button 13 on first joystick. + + + + + Button 14 on first joystick. + + + + + Button 15 on first joystick. + + + + + Button 16 on first joystick. + + + + + Button 17 on first joystick. + + + + + Button 18 on first joystick. + + + + + Button 19 on first joystick. + + + + + Button 2 on first joystick. + + + + + Button 3 on first joystick. + + + + + Button 4 on first joystick. + + + + + Button 5 on first joystick. + + + + + Button 6 on first joystick. + + + + + Button 7 on first joystick. + + + + + Button 8 on first joystick. + + + + + Button 9 on first joystick. + + + + + Button 0 on second joystick. + + + + + Button 1 on second joystick. + + + + + Button 10 on second joystick. + + + + + Button 11 on second joystick. + + + + + Button 12 on second joystick. + + + + + Button 13 on second joystick. + + + + + Button 14 on second joystick. + + + + + Button 15 on second joystick. + + + + + Button 16 on second joystick. + + + + + Button 17 on second joystick. + + + + + Button 18 on second joystick. + + + + + Button 19 on second joystick. + + + + + Button 2 on second joystick. + + + + + Button 3 on second joystick. + + + + + Button 4 on second joystick. + + + + + Button 5 on second joystick. + + + + + Button 6 on second joystick. + + + + + Button 7 on second joystick. + + + + + Button 8 on second joystick. + + + + + Button 9 on second joystick. + + + + + Button 0 on third joystick. + + + + + Button 1 on third joystick. + + + + + Button 10 on third joystick. + + + + + Button 11 on third joystick. + + + + + Button 12 on third joystick. + + + + + Button 13 on third joystick. + + + + + Button 14 on third joystick. + + + + + Button 15 on third joystick. + + + + + Button 16 on third joystick. + + + + + Button 17 on third joystick. + + + + + Button 18 on third joystick. + + + + + Button 19 on third joystick. + + + + + Button 2 on third joystick. + + + + + Button 3 on third joystick. + + + + + Button 4 on third joystick. + + + + + Button 5 on third joystick. + + + + + Button 6 on third joystick. + + + + + Button 7 on third joystick. + + + + + Button 8 on third joystick. + + + + + Button 9 on third joystick. + + + + + Button 0 on forth joystick. + + + + + Button 1 on forth joystick. + + + + + Button 10 on forth joystick. + + + + + Button 11 on forth joystick. + + + + + Button 12 on forth joystick. + + + + + Button 13 on forth joystick. + + + + + Button 14 on forth joystick. + + + + + Button 15 on forth joystick. + + + + + Button 16 on forth joystick. + + + + + Button 17 on forth joystick. + + + + + Button 18 on forth joystick. + + + + + Button 19 on forth joystick. + + + + + Button 2 on forth joystick. + + + + + Button 3 on forth joystick. + + + + + Button 4 on forth joystick. + + + + + Button 5 on forth joystick. + + + + + Button 6 on forth joystick. + + + + + Button 7 on forth joystick. + + + + + Button 8 on forth joystick. + + + + + Button 9 on forth joystick. + + + + + Button 0 on fifth joystick. + + + + + Button 1 on fifth joystick. + + + + + Button 10 on fifth joystick. + + + + + Button 11 on fifth joystick. + + + + + Button 12 on fifth joystick. + + + + + Button 13 on fifth joystick. + + + + + Button 14 on fifth joystick. + + + + + Button 15 on fifth joystick. + + + + + Button 16 on fifth joystick. + + + + + Button 17 on fifth joystick. + + + + + Button 18 on fifth joystick. + + + + + Button 19 on fifth joystick. + + + + + Button 2 on fifth joystick. + + + + + Button 3 on fifth joystick. + + + + + Button 4 on fifth joystick. + + + + + Button 5 on fifth joystick. + + + + + Button 6 on fifth joystick. + + + + + Button 7 on fifth joystick. + + + + + Button 8 on fifth joystick. + + + + + Button 9 on fifth joystick. + + + + + Button 0 on sixth joystick. + + + + + Button 1 on sixth joystick. + + + + + Button 10 on sixth joystick. + + + + + Button 11 on sixth joystick. + + + + + Button 12 on sixth joystick. + + + + + Button 13 on sixth joystick. + + + + + Button 14 on sixth joystick. + + + + + Button 15 on sixth joystick. + + + + + Button 16 on sixth joystick. + + + + + Button 17 on sixth joystick. + + + + + Button 18 on sixth joystick. + + + + + Button 19 on sixth joystick. + + + + + Button 2 on sixth joystick. + + + + + Button 3 on sixth joystick. + + + + + Button 4 on sixth joystick. + + + + + Button 5 on sixth joystick. + + + + + Button 6 on sixth joystick. + + + + + Button 7 on sixth joystick. + + + + + Button 8 on sixth joystick. + + + + + Button 9 on sixth joystick. + + + + + Button 0 on seventh joystick. + + + + + Button 1 on seventh joystick. + + + + + Button 10 on seventh joystick. + + + + + Button 11 on seventh joystick. + + + + + Button 12 on seventh joystick. + + + + + Button 13 on seventh joystick. + + + + + Button 14 on seventh joystick. + + + + + Button 15 on seventh joystick. + + + + + Button 16 on seventh joystick. + + + + + Button 17 on seventh joystick. + + + + + Button 18 on seventh joystick. + + + + + Button 19 on seventh joystick. + + + + + Button 2 on seventh joystick. + + + + + Button 3 on seventh joystick. + + + + + Button 4 on seventh joystick. + + + + + Button 5 on seventh joystick. + + + + + Button 6 on seventh joystick. + + + + + Button 7 on seventh joystick. + + + + + Button 8 on seventh joystick. + + + + + Button 9 on seventh joystick. + + + + + Button 0 on eighth joystick. + + + + + Button 1 on eighth joystick. + + + + + Button 10 on eighth joystick. + + + + + Button 11 on eighth joystick. + + + + + Button 12 on eighth joystick. + + + + + Button 13 on eighth joystick. + + + + + Button 14 on eighth joystick. + + + + + Button 15 on eighth joystick. + + + + + Button 16 on eighth joystick. + + + + + Button 17 on eighth joystick. + + + + + Button 18 on eighth joystick. + + + + + Button 19 on eighth joystick. + + + + + Button 2 on eighth joystick. + + + + + Button 3 on eighth joystick. + + + + + Button 4 on eighth joystick. + + + + + Button 5 on eighth joystick. + + + + + Button 6 on eighth joystick. + + + + + Button 7 on eighth joystick. + + + + + Button 8 on eighth joystick. + + + + + Button 9 on eighth joystick. + + + + + Button 0 on any joystick. + + + + + Button 1 on any joystick. + + + + + Button 10 on any joystick. + + + + + Button 11 on any joystick. + + + + + Button 12 on any joystick. + + + + + Button 13 on any joystick. + + + + + Button 14 on any joystick. + + + + + Button 15 on any joystick. + + + + + Button 16 on any joystick. + + + + + Button 17 on any joystick. + + + + + Button 18 on any joystick. + + + + + Button 19 on any joystick. + + + + + Button 2 on any joystick. + + + + + Button 3 on any joystick. + + + + + Button 4 on any joystick. + + + + + Button 5 on any joystick. + + + + + Button 6 on any joystick. + + + + + Button 7 on any joystick. + + + + + Button 8 on any joystick. + + + + + Button 9 on any joystick. + + + + + 'k' key. + + + + + Numeric keypad 0. + + + + + Numeric keypad 1. + + + + + Numeric keypad 2. + + + + + Numeric keypad 3. + + + + + Numeric keypad 4. + + + + + Numeric keypad 5. + + + + + Numeric keypad 6. + + + + + Numeric keypad 7. + + + + + Numeric keypad 8. + + + + + Numeric keypad 9. + + + + + Numeric keypad '/'. + + + + + Numeric keypad Enter. + + + + + Numeric keypad '='. + + + + + Numeric keypad '-'. + + + + + Numeric keypad '*'. + + + + + Numeric keypad '.'. + + + + + Numeric keypad '+'. + + + + + 'l' key. + + + + + Left Alt key. + + + + + Left Command key. + + + + + Left arrow key. + + + + + Left square bracket key '['. + + + + + Left Command key. + + + + + Left Control key. + + + + + Left curly bracket key '{'. + + + + + Maps to left Windows key or left Command key if physical keys are enabled in Input Manager settings, otherwise maps to left Command key only. + + + + + Left Parenthesis key '('. + + + + + Left shift key. + + + + + Left Windows key. + + + + + Less than '<' key. + + + + + 'm' key. + + + + + Menu key. + + + + + Minus '-' key. + + + + + The Left (or primary) mouse button. + + + + + Right mouse button (or secondary mouse button). + + + + + Middle mouse button (or third button). + + + + + Additional (fourth) mouse button. + + + + + Additional (fifth) mouse button. + + + + + Additional (or sixth) mouse button. + + + + + Additional (or seventh) mouse button. + + + + + 'n' key. + + + + + Not assigned (never returned as the result of a keystroke). + + + + + Numlock key. + + + + + 'o' key. + + + + + 'p' key. + + + + + Page down. + + + + + Page up. + + + + + Pause on PC machines. + + + + + Percent '%' key. + + + + + Period '.' key. + + + + + Pipe '|' key. + + + + + Plus key '+'. + + + + + Print key. + + + + + 'q' key. + + + + + Question mark '?' key. + + + + + Quote key '. + + + + + 'r' key. + + + + + Return key. + + + + + Right Alt key. + + + + + Right Command key. + + + + + Right arrow key. + + + + + Right square bracket key ']'. + + + + + Right Command key. + + + + + Right Control key. + + + + + Right curly bracket key '}'. + + + + + Maps to right Windows key or right Command key if physical keys are enabled in Input Manager settings, otherwise maps to right Command key only. + + + + + Right Parenthesis key ')'. + + + + + Right shift key. + + + + + Right Windows key. + + + + + 's' key. + + + + + Scroll lock key. + + + + + Semicolon ';' key. + + + + + Slash '/' key. + + + + + Space key. + + + + + Sys Req key. + + + + + 't' key. + + + + + The tab key. + + + + + Tilde '~' key. + + + + + 'u' key. + + + + + Underscore '_' key. + + + + + Up arrow key. + + + + + 'v' key. + + + + + 'w' key. + + + + + 'x' key. + + + + + 'y' key. + + + + + 'z' key. + + + + + A single keyframe that can be injected into an animation curve. + + + + + Sets the incoming tangent for this key. The incoming tangent affects the slope of the curve from the previous key to this key. + + + + + Sets the incoming weight for this key. The incoming weight affects the slope of the curve from the previous key to this key. + + + + + Sets the outgoing tangent for this key. The outgoing tangent affects the slope of the curve from this key to the next key. + + + + + Sets the outgoing weight for this key. The outgoing weight affects the slope of the curve from this key to the next key. + + + + + TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead. + + + + + The time of the keyframe. + + + + + The value of the curve at keyframe. + + + + + Weighted mode for the keyframe. + + + + + Create a keyframe. + + + + + + + Create a keyframe. + + + + + + + + + Create a keyframe. + + + + + + + + + + + Specifies Layers to use in a Physics.Raycast. + + + + + Converts a layer mask value to an integer value. + + + + + Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them. + + List of layer names to convert to a layer mask. + + The layer mask created from the layerNames. + + + + + Implicitly converts an integer to a LayerMask. + + + + + + Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the. + + + + + + Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the. + + + + + + Serializable lazy reference to a UnityEngine.Object contained in an asset file. + + + + + Accessor to the referenced asset. + + + + + Returns the instance id to the referenced asset. + + + + + Convenience property that checks whether the reference is broken: refers to an object that is either not available or not loadable. + + + + + Determines if an asset is being targeted, regardless of whether the asset is available for loading. + + + + + Construct a new LazyLoadReference. + + The asset reference. + The asset instance ID. + + + + Construct a new LazyLoadReference. + + The asset reference. + The asset instance ID. + + + + Implicit conversion from instance ID to LazyLoadReference. + + The asset instance ID. + + + + Implicit conversion from asset reference to LazyLoadReference. + + The asset reference. + + + + Script interface for a. + + + + + The strength of the flare. + + + + + The color of the flare. + + + + + The fade speed of the flare. + + + + + The to use. + + + + + Script interface for. + + + + + The size of the area light (Editor only). + + + + + This property describes the output of the last Global Illumination bake. + + + + + The multiplier that defines the strength of the bounce lighting. + + + + + Bounding sphere used to override the regular light bounding sphere during culling. + + + + + The color of the light. + + + + + + The color temperature of the light. + Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. A candle light is 1800K and a soft warm light bulb is 2700K. + If you want to use colorTemperature, GraphicsSettings.lightsUseLinearIntensity and Light.useColorTemperature has to be enabled. + See Also: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.useColorTemperature. + + + + + + Number of command buffers set up on this light (Read Only). + + + + + The cookie texture projected by the light. + + + + + The size of a directional light's cookie. + + + + + This is used to light certain objects in the Scene selectively. + + + + + The to use for this light. + + + + + The angle of the light's spotlight inner cone in degrees. + + + + + The Intensity of a light is multiplied with the Light color. + + + + + Is the light contribution already stored in lightmaps and/or lightprobes (Read Only). Obsolete; replaced by Light-lightmapBakeType. + + + + + Per-light, per-layer shadow culling distances. Directional lights only. + + + + + This property describes what part of a light's contribution can be baked (Editor only). + + + + + Allows you to override the global Shadowmask Mode per light. Only use this with render pipelines that can handle per light Shadowmask modes. Incompatible with the legacy renderers. + + + + + The range of the light. + + + + + Determines which rendering LayerMask this Light affects. + + + + + How to render the light. + + + + + Controls the amount of artificial softening applied to the edges of shadows cast by directional lights. + + + + + Shadow mapping constant bias. + + + + + The custom resolution of the shadow map. + + + + + Projection matrix used to override the regular light matrix during shadow culling. + + + + + Near plane value to use for shadow frustums. + + + + + Shadow mapping normal-based bias. + + + + + Controls the amount of artificial softening applied to the edges of shadows cast by the Point or Spot light. + + + + + The resolution of the shadow map. + + + + + How this light casts shadows + + + + + Strength of light's shadows. + + + + + This property describes the shape of the spot light. Only Scriptable Render Pipelines use this property; the built-in renderer does not support it. + + + + + The angle of the light's spotlight cone in degrees. + + + + + The type of the light. + + + + + Set to true to override light bounding sphere for culling. + + + + + Set to true to use the color temperature. + + + + + Set to true to enable custom matrix for culling during shadows. + + + + + Whether to cull shadows for this Light when the Light is outside of the view frustum. + + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + A mask specifying which shadow passes to execute the buffer for. + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + A mask specifying which shadow passes to execute the buffer for. + + + + Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. + + The point during the graphics processing at which this command buffer should commence on the GPU. + The buffer to execute. + The desired async compute queue type to execute the buffer on. + A mask specifying which shadow passes to execute the buffer for. + + + + Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. + + The point during the graphics processing at which this command buffer should commence on the GPU. + The buffer to execute. + The desired async compute queue type to execute the buffer on. + A mask specifying which shadow passes to execute the buffer for. + + + + Get command buffers to be executed at a specified place. + + When to execute the command buffer during rendering. + + Array of command buffers. + + + + + Remove all command buffers set on this light. + + + + + Remove command buffer from execution at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Remove command buffers from execution at a specified place. + + When to execute the command buffer during rendering. + + + + Revert all light parameters to default. + + + + + Sets a light dirty to notify the light baking backends to update their internal light representation (Editor only). + + + + + Struct describing the result of a Global Illumination bake for a given light. + + + + + Is the light contribution already stored in lightmaps and/or lightprobes? + + + + + This property describes what part of a light's contribution was baked. + + + + + In case of a LightmapBakeType.Mixed light, describes what Mixed mode was used to bake the light, irrelevant otherwise. + + + + + In case of a LightmapBakeType.Mixed light, contains the index of the occlusion mask channel to use if any, otherwise -1. + + + + + In case of a LightmapBakeType.Mixed light, contains the index of the light as seen from the occlusion probes point of view if any, otherwise -1. + + + + + An object containing settings for precomputing lighting data, that Unity can serialize as a. + + + + + The intensity of surface albedo throughout the Scene when considered in lighting calculations. This value influences the energy of light at each bounce. (Editor only). + + + + + Whether to apply ambient occlusion to lightmaps. (Editor only). + + + + + Determines the degree to which direct lighting is considered when calculating ambient occlusion in lightmaps. (Editor only). + + + + + Sets the contrast of ambient occlusion that Unity applies to indirect lighting in lightmaps. (Editor only). + + + + + The distance that a ray travels before Unity considers it to be unoccluded when calculating ambient occlusion in lightmaps. (Editor only). + + + + + Whether the Unity Editor automatically precomputes lighting data when the Scene data changes. (Editor only). + + + + + Whether to enable the Baked Global Illumination system for this Scene. + + + + + This property is now obsolete. Use LightingSettings.maxBounces. + + + + + Whether to compress the lightmap textures that the Progressive Lightmapper generates. (Editor only) + + + + + Determines the type of denoising that the Progressive Lightmapper applies to ambient occlusion in lightmaps. (Editor only). + + + + + Determines the denoiser that the Progressive Lightmapper applies to direct lighting. (Editor only). + + + + + Determines the denoiser that the Progressive Lightmapper applies to indirect lighting. (Editor only). + + + + + Determines whether the lightmapper should generate directional or non-directional lightmaps. (Editor only). + + + + + Specifies the number of samples the Progressive Lightmapper uses for direct lighting calculations. (Editor only). + + + + + Specifies the number of samples the Progressive Lightmapper uses when sampling indirect lighting from the skybox. (Editor only). + + + + + Whether the Progressive Lightmapper exports machine learning training data to the Project folder when it performs the bake. ( Editor only). + + + + + Whether the Progressive Lightmapper extracts Ambient Occlusion to a separate lightmap. (Editor only). + + + + + Specifies the threshold the Progressive Lightmapper uses to filter direct light stored in the lightmap when using the A-Trous filter. (Editor only). + + + + + Specifies the threshold the Progressive Lightmapper uses to filter the indirect lighting component of the lightmap when using the A-Trous filter. (Editor only). + + + + + Specifies the radius the Progressive Lightmapper uses to filter the ambient occlusion component in the lightmap when using Gaussian filter. (Editor only). + + + + + Specifies the radius the Progressive Lightmapper uses to filter the direct lighting component of the lightmap when using Gaussian filter. (Editor only). + + + + + Specifies the radius the Progressive Lightmapper used to filter the indirect lighting component of the lightmap when using Gaussian filter. (Editor only). + + + + + Specifies the method used by the Progressive Lightmapper to reduce noise in lightmaps. (Editor only). + + + + + Specifies the filter type that the Progressive Lightmapper uses for ambient occlusion. (Editor only). + + + + + Specifies the filter kernel that the Progressive Lightmapper uses for ambient occlusion. (Editor only). + + + + + Specifies the filter kernel that the Progressive Lightmapper uses for the direct lighting. (Editor only). + + + + + Specifies the filter kernel that the Progressive Lightmapper uses for indirect lighting. (Editor only). + + + + + Specifies whether the Editor calculates the final global illumination light bounce at the same resolution as the baked lightmap. + + + + + Controls whether a denoising filter is applied to the final gather output. + + + + + Controls the number of rays emitted for every final gather point. A final gather point is a lightmap texel in the final, composited lightmap. (Editor only). + + + + + Defines the number of texels that Enlighten Realtime Global Illumination uses per world unit when calculating indirect lighting. (Editor only). + + + + + Specifies the number of samples the Progressive Lightmapper uses for indirect lighting calculations. (Editor only). + + + + + Multiplies the intensity of of indirect lighting in lightmaps. (Editor only). + + + + + The level of compression the Editor uses for lightmaps. + + + + + The maximum size in pixels of an individual lightmap texture. (Editor only). + + + + + Sets the distance (in texels) between separate UV tiles in lightmaps. (Editor only). + + + + + Determines which backend to use for baking lightmaps in the Baked Global Illumination system. (Editor only). + + + + + Defines the number of texels to use per world unit when generating lightmaps. + + + + + Specifies the number of samples to use for Light Probes relative to the number of samples for lightmap texels. (Editor only). + + + + + Stores the maximum number of bounces the Progressive Lightmapper computes for indirect lighting. (Editor only) + + + + + Stores the minimum number of bounces the Progressive Lightmapper computes for indirect lighting. (Editor only) + + + + + Sets the MixedLightingMode that Unity uses for all Mixed Lights in the Scene. (Editor only). + + + + + Whether the Progressive Lightmapper prioritizes baking visible texels within the frustum of the Scene view. (Editor only). + + + + + Determines the lightmap that Unity stores environment lighting in. + + + + + Whether to enable the Enlighten Realtime Global Illumination system for this Scene. + + + + + This property is now obsolete. Use LightingSettings.minBounces. + + + + + Determines the name of the destination folder for the exported textures. (Editor only). + + + + + The available denoisers for the Progressive Lightmapper. + + + + + Use this to disable denoising for the lightmap. + + + + + Intel Open Image Denoiser. + + + + + NVIDIA Optix Denoiser. + + + + + RadeonPro Denoiser. + + + + + The available filtering modes for the Progressive Lightmapper. + + + + + When enabled, you can configure the filtering settings for the Progressive Lightmapper. When disabled, the default filtering settings apply. + + + + + The filtering is configured automatically. + + + + + No filtering. + + + + + The available filter kernels for the Progressive Lightmapper. + + + + + When enabled, the lightmap uses an A-Trous filter. + + + + + When enabled, the lightmap uses a Gaussian filter. + + + + + When enabled, the lightmap uses no filtering. + + + + + Backends available for baking lighting. + + + + + Backend for baking lighting with Enlighten Baked Global Illumination, based on the Enlighten radiosity middleware. + + + + + Backend for baking lighting using the CPU. Uses a progressive path tracing algorithm. + + + + + Backend for baking lighting using the GPU. Uses a progressive path tracing algorithm. + + + + + Enum describing what part of a light contribution can be baked. + + + + + Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes. + + + + + Mixed lights allow a mix of real-time and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but can change color and intensity at run time. Changes to color and intensity only affect direct lighting as indirect lighting gets baked. If using Subtractive mode, changes to color or intensity are not calculated at run time on static objects. + + + + + Real-time lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other properties at run time. No lighting gets baked into lightmaps or light probes.. + + + + + A set of options for the level of compression the Editor uses for lightmaps. + + + + + Compresses lightmaps in a high-quality format. Requires more memory and storage than Normal Quality, but provides better visual results. + + + + + Compresses lightmaps in a low-quality format. This may use less memory and storage than Normal Quality, but can also introduce visual artifacts. + + + + + Does not compress lightmaps. + + + + + Compresses lightmaps in a medium-quality format. Provides better visual results better than Low Quality but not as good as High Quality. This is a good trade-off between memory usage and visual quality. + + + + + Data of a lightmap. + + + + + Lightmap storing color of incoming light. + + + + + Lightmap storing dominant direction of incoming light. + + + + + Texture storing occlusion mask per light (ShadowMask, up to four lights). + + + + + Stores lightmaps of the Scene. + + + + + Lightmap array. + + + + + NonDirectional or CombinedDirectional Specular lightmaps rendering mode. + + + + + Baked Light Probe data. + + + + + Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store. + + + + + Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps. + + + + + Light intensity (no directional information), encoded as 1 lightmap. + + + + + Directional information for direct light is stored separately from directional information for indirect light, encoded as 4 lightmaps. + + + + + Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy + + + + + Directional rendering mode. + + + + + Dual lightmap rendering mode. + + + + + Single, traditional lightmap rendering mode. + + + + + Light Probe Group. + + + + + Removes ringing from probes if enabled. + + + + + Editor only function to access and modify probe positions. + + + + + The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects. + + + + + The bounding box mode for generating the 3D grid of interpolated Light Probes. + + + + + The world-space bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + The texture data format used by the Light Probe Proxy Volume 3D texture. + + + + + The 3D grid resolution on the x-axis. + + + + + The 3D grid resolution on the y-axis. + + + + + The 3D grid resolution on the z-axis. + + + + + Checks if Light Probe Proxy Volumes are supported. + + + + + The local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + Interpolated Light Probe density. + + + + + The mode in which the interpolated Light Probe positions are generated. + + + + + Determines how many Spherical Harmonics bands will be evaluated to compute the ambient color. + + + + + Sets the way the Light Probe Proxy Volume refreshes. + + + + + The resolution mode for generating the grid of interpolated Light Probes. + + + + + The size of the bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + The bounding box mode for generating a grid of interpolated Light Probes. + + + + + The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in local space. + + + + + The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in world space. + + + + + A custom local-space bounding box is used. The user is able to edit the bounding box. + + + + + The texture data format used by the Light Probe Proxy Volume 3D texture. + + + + + A 32-bit floating-point format is used for the Light Probe Proxy Volume 3D texture. + + + + + A 16-bit half floating-point format is used for the Light Probe Proxy Volume 3D texture. + + + + + The mode in which the interpolated Light Probe positions are generated. + + + + + Divide the volume in cells based on resolution, and generate interpolated Light Probe positions in the center of the cells. + + + + + Divide the volume in cells based on resolution, and generate interpolated Light Probes positions in the corner/edge of the cells. + + + + + An enum describing the Quality option used by the Light Probe Proxy Volume component. + + + + + This option will use only two SH coefficients bands: L0 and L1. The coefficients are sampled from the Light Probe Proxy Volume 3D Texture. Using this option might increase the draw call batch sizes by not having to change the L2 coefficients per Renderer. + + + + + This option will use L0 and L1 SH coefficients from the Light Probe Proxy Volume 3D Texture. The L2 coefficients are constant per Renderer. By having to provide the L2 coefficients, draw call batches might be broken. + + + + + An enum describing the way a Light Probe Proxy Volume refreshes in the Player. + + + + + Automatically detects updates in Light Probes and triggers an update of the Light Probe volume. + + + + + Causes Unity to update the Light Probe Proxy Volume every frame. + + + + + Use this option to indicate that the Light Probe Proxy Volume is never to be automatically updated by Unity. + + + + + The resolution mode for generating a grid of interpolated Light Probes. + + + + + The automatic mode uses a number of interpolated Light Probes per unit area, and uses the bounding volume size to compute the resolution. The final resolution value is a power of 2. + + + + + The custom mode allows you to specify the 3D grid resolution. + + + + + Triggers an update of the Light Probe Proxy Volume. + + + + + Stores light probe data for all currently loaded Scenes. + + + + + Coefficients of baked light probes. + + + + + The number of cells space is divided into (Read Only). + + + + + The number of light probes (Read Only). + + + + + An event which is called when the number of currently loaded light probes changes due to additive scene loading or unloading. + + + + + + Positions of the baked light probes (Read Only). + + + + + Event which is called after LightProbes.Tetrahedralize or LightProbes.TetrahedralizeAsync has finished computing a tetrahedralization. + + + + + + Calculate light probes and occlusion probes at the given world space positions. + + The array of world space positions used to evaluate the probes. + The array where the resulting light probes are written to. + The array where the resulting occlusion probes are written to. + + + + Calculate light probes and occlusion probes at the given world space positions. + + The array of world space positions used to evaluate the probes. + The array where the resulting light probes are written to. + The array where the resulting occlusion probes are written to. + + + + Returns an interpolated probe for the given position for both real-time and baked light probes combined. + + + + + + + + Synchronously tetrahedralize the currently loaded LightProbe positions. + + + + + Asynchronously tetrahedralize all currently loaded LightProbe positions. + + + + + How the Light is rendered. + + + + + Automatically choose the render mode. + + + + + Force the Light to be a pixel light. + + + + + Force the Light to be a vertex light. + + + + + Allows mixed lights to control shadow caster culling when Shadowmasks are present. + + + + + Use the global Shadowmask Mode from the quality settings. + + + + + Render all shadow casters into the shadow map. This corresponds with the distance Shadowmask mode. + + + + + Render only non-lightmapped objects into the shadow map. This corresponds with the Shadowmask mode. + + + + + Shadow casting options for a Light. + + + + + Cast "hard" shadows (with no shadow filtering). + + + + + Do not cast shadows (default). + + + + + Cast "soft" shadows (with 4x PCF filtering). + + + + + Describes the shape of a spot light. + + + + + The shape of the spot light resembles a box oriented along the ray direction. + + + + + The shape of the spot light resembles a cone. This is the default shape for spot lights. + + + + + The shape of the spotlight resembles a pyramid or frustum. You can use this to simulate a screening or barn door effect on a normal spotlight. + + + + + The type of a Light. + + + + + The light is a directional light. + + + + + The light is a disc shaped area light. It affects only baked lightmaps and lightprobes. + + + + + The light is a point light. + + + + + The light is a rectangle shaped area light. It affects only baked lightmaps and lightprobes. + + + + + The light is a spot light. + + + + + Control the direction lines face, when using the LineRenderer or TrailRenderer. + + + + + Lines face the direction of the Transform Component. + + + + + Lines face the Z axis of the Transform Component. + + + + + Lines face the camera. + + + + + The line renderer is used to draw free-floating lines in 3D space. + + + + + Select whether the line will face the camera, or the orientation of the Transform Component. + + + + + Set the color gradient describing the color of the line at various points along its length. + + + + + Set the color at the end of the line. + + + + + Set the width at the end of the line. + + + + + Configures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. + + + + + Connect the start and end positions of the line together to form a continuous loop. + + + + + Set this to a value greater than 0, to get rounded corners on each end of the line. + + + + + Set this to a value greater than 0, to get rounded corners between each segment of the line. + + + + + Set the number of line segments. + + + + + Set/get the number of vertices. + + + + + Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the line width at each segment. + + + + + Set the color at the start of the line. + + + + + Set the width at the start of the line. + + + + + Choose whether the U coordinate of the line texture is tiled or stretched. + + + + + If enabled, the lines are defined in world space. + + + + + Set the curve describing the width of the line at various points along its length. + + + + + Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line. + + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Get the position of a vertex in the line. + + The index of the position to retrieve. + + The position at the specified index in the array. + + + + + Get the positions of all vertices in the line. + + The array of positions to retrieve. The array passed should be of at least positionCount in size. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the line. + + The array of positions to retrieve. The array passed should be of at least positionCount in size. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the line. + + The array of positions to retrieve. The array passed should be of at least positionCount in size. + + How many positions were actually stored in the output array. + + + + + Set the line color at the start and at the end. + + + + + + + Set the position of a vertex in the line. + + Which position to set. + The new position. + + + + Set the positions of all vertices in the line. + + The array of positions to set. + + + + Set the positions of all vertices in the line. + + The array of positions to set. + + + + Set the positions of all vertices in the line. + + The array of positions to set. + + + + Set the number of line segments. + + + + + + Set the line width at the start and at the end. + + + + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + + + + Choose how textures are applied to Lines and Trails. + + + + + Map the texture once along the entire length of the line, assuming all vertices are evenly spaced. + + + + + Repeat the texture along the line, repeating at a rate of once per line segment. To adjust the tiling rate, use Material.SetTextureScale. + + + + + Map the texture once along the entire length of the line. + + + + + Repeat the texture along the line, based on its length in world units. To set the tiling rate, use Material.SetTextureScale. + + + + + A collection of common line functions. + + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Structure for building a LOD for passing to the SetLODs function. + + + + + Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated. + + + + + List of renderers for this LOD level. + + + + + The screen relative height to use for the transition [0-1]. + + + + + Construct a LOD. + + The screen relative height to use for the transition [0-1]. + An array of renderers to use for this LOD level. + + + + The LOD (level of detail) fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader. + + + + + Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD. + + + + + Indicates the LOD fading is turned off. + + + + + By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme: + + +* For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in. + + +* For the last mesh LOD and the billboard LOD, the cross-fade mode is used. + + + + + LODGroup lets you group multiple Renderers into LOD levels. + + + + + Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. + + + + + The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. + + + + + Allows you to enable or disable the LODGroup. + + + + + The LOD fade mode used. + + + + + The local reference point against which the LOD distance is calculated. + + + + + The number of LOD levels. + + + + + The size of the LOD object in local space. + + + + + + + The LOD level to use. Passing index < 0 will return to standard LOD processing. + + + + Returns the array of LODs. + + + The LOD array. + + + + + Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). + + + + + Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. + + The LODs to use for this group. + + + + Initializes a new instance of the Logger. + + + + + To selective enable debug log message. + + + + + To runtime toggle debug logging [ON/OFF]. + + + + + Set Logger.ILogHandler. + + + + + Create a custom Logger. + + Pass in default log handler or custom log handler. + + + + Check logging is enabled based on the LogType. + + The type of the log message. + + Retrun true in case logs of LogType will be logged otherwise returns false. + + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an error message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an error message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + A variant of Logger.Log that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + A variant of Logger.Log that logs an warning message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an warning message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Option flags for specifying special treatment of a log message. + + + + + Normal log message. + + + + + The log message will not have a stacktrace appended automatically. + + + + + The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback. + + + + + LogType used for Asserts. (These could also indicate an error inside Unity itself.) + + + + + LogType used for Errors. + + + + + LogType used for Exceptions. + + + + + LogType used for regular log messages. + + + + + LogType used for Warnings. + + + + + The class representing the player loop in Unity. + + + + + Returns the current update order of all engine systems in Unity. + + + + + Returns the default update order of all engine systems in Unity. + + + + + Set a new custom update order of all engine systems in Unity. + + + + + + The representation of a single system being updated by the player loop in Unity. + + + + + The loop condition for a native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop. + + + + + A list of sub systems which run as part of this item in the player loop. + + + + + This property is used to identify which native system this belongs to, or to get the name of the managed system to show in the profiler. + + + + + A managed delegate. You can set this to create a new C# entrypoint in the player loop. + + + + + A native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop. + + + + + This attribute provides a way to declaratively define a Lumin platform level requirement that is automatically added to the manifest at build time. + + + + + Minimum platform level that is required. + + + + + + This attribute provides a way to declaratively define a Lumin privilege requirement that is automatically added to the manifest at build time. + + + + + Privilege identifer to request + + + + + + The Master Server is used to make matchmaking between servers and clients easy. + + + + + Report this machine as a dedicated server. + + + + + The IP address of the master server. + + + + + The connection port of the master server. + + + + + Set the minimum update rate for master server host information update. + + + + + Clear the host list which was received by MasterServer.PollHostList. + + + + + Check for the latest host list received by using MasterServer.RequestHostList. + + + + + Register this server on the master server. + + + + + + + + Register this server on the master server. + + + + + + + + Request a host list from the master server. + + + + + + Unregister this server from the master server. + + + + + Describes status messages from the master server as returned in MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent. + + + + + The material class. + + + + + The main color of the Material. + + + + + Gets and sets whether the Double Sided Global Illumination setting is enabled for this material. + + + + + An array containing the local shader keywords that are currently enabled for this material. + + + + + Gets and sets whether GPU instancing is enabled for this material. + + + + + Defines how the material should interact with lightmaps and lightprobes. + + + + + The main texture. + + + + + The offset of the main texture. + + + + + The scale of the main texture. + + + + + How many passes are in this material (Read Only). + + + + + Render queue of this material. + + + + + The shader used by the material. + + + + + An array containing names of the local shader keywords that are currently enabled for this material. + + + + + Computes a CRC hash value from the content of the material. + + + + + Copy properties from other material into this material. + + + + + + + + + + + + Create a temporary Material. + + Create a material with a given Shader. + Create a material by copying all properties from another material. + + + + Create a temporary Material. + + Create a material with a given Shader. + Create a material by copying all properties from another material. + + + + Disables a local shader keyword for this material. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Disables a local shader keyword for this material. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Enables a local shader keyword for this material. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Enables a local shader keyword for this material. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Returns the index of the pass passName. + + + + + + Get a named color value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color array. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color array. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a named color array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Fetch a named color array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Get a named float value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named float value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named float array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named float array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named float array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Fetch a named float array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named integer value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named integer value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix value from the shader. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix value from the shader. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named matrix array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named matrix array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Fetch a named matrix array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Returns the name of the shader pass at index pass. + + + + + + Checks whether a given Shader pass is enabled on this Material. + + Shader pass name (case insensitive). + + True if the Shader pass is enabled. + + + + + Get the value of material's shader tag. + + + + + + + + Get the value of material's shader tag. + + + + + + + + Get a named texture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named texture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets the placement offset of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets the placement offset of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Return the name IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + + + + Return the name IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + + + + Returns the names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + + + + Returns the names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + + + + Gets the placement scale of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets the placement scale of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named vector array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named vector array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Fetch a named vector array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Checks if the ShaderLab file assigned to the Material has a ComputeBuffer property with the given name. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a ComputeBuffer property with the given name. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Color property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Color property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a ConstantBuffer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a ConstantBuffer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Float property with the given name. This also works with the Float Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Float property with the given name. This also works with the Float Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has an Integer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has an Integer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Matrix property with the given name. This also works with the Matrix Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Matrix property with the given name. This also works with the Matrix Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Texture property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Texture property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Vector property with the given name. This also works with the Vector Array property. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Vector property with the given name. This also works with the Vector Array property. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks whether a local shader keyword is enabled for this material. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if a Rendering.LocalKeyword with the given name is enabled for this material. + + + + + Checks whether a local shader keyword is enabled for this material. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if a Rendering.LocalKeyword with the given name is enabled for this material. + + + + + Interpolate properties between two materials. + + + + + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a color value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_Color". + Color value to set. + + + + Sets a color value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_Color". + Color value to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a named float value. + + Property name ID, use Shader.PropertyToID to get it. + Float value to set. + Property name, e.g. "_Glossiness". + + + + Sets a named float value. + + Property name ID, use Shader.PropertyToID to get it. + Float value to set. + Property name, e.g. "_Glossiness". + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets a named integer value. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets a named integer value. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets the state of a local shader keyword for this material. + + The Rendering.LocalKeyword to enable or disable. + The desired keyword state. + + + + Sets a named matrix for the shader. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_CubemapRotation". + Matrix value to set. + + + + Sets a named matrix for the shader. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_CubemapRotation". + Matrix value to set. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets an override tag/value on the material. + + Name of the tag to set. + Name of the value to set. Empty string to clear the override flag. + + + + Activate the given pass for rendering. + + Shader pass number to setup. + + If false is returned, no rendering should be done. + + + + + Enables or disables a Shader pass on a per-Material level. + + Shader pass name (case insensitive). + Flag indicating whether this Shader pass should be enabled. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets the placement offset of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, for example: "_MainTex". + Texture placement offset. + + + + Sets the placement offset of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, for example: "_MainTex". + Texture placement offset. + + + + Sets the placement scale of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture placement scale. + + + + Sets the placement scale of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture placement scale. + + + + Sets a named vector value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_WaveAndDistance". + Vector value to set. + + + + Sets a named vector value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_WaveAndDistance". + Vector value to set. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + How the material interacts with lightmaps and lightprobes. + + + + + Helper Mask to be used to query the enum only based on whether Enlighten Realtime Global Illumination or baked GI is set, ignoring all other bits. + + + + + The emissive lighting affects baked Global Illumination. It emits lighting into baked lightmaps and baked lightprobes. + + + + + The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black. + + + + + The emissive lighting does not affect Global Illumination at all. + + + + + The emissive lighting will affect Enlighten Realtime Global Illumination. It emits lighting into real-time lightmaps and real-time Light Probes. + + + + + A block of material values to apply. + + + + + Is the material property block empty? (Read Only) + + + + + Clear material property values. + + + + + This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering. + + The array of probe occlusion values to copy from. + + + + This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering. + + The array of probe occlusion values to copy from. + + + + This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering. + + The array of probe occlusion values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering. + + The array of probe occlusion values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering. + + The array of SH values to copy from. + + + + This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering. + + The array of SH values to copy from. + + + + This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering. + + The array of SH values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering. + + The array of SH values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + Get a color from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a color from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a float array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a float array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get an integer from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get an integer from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a matrix array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a matrix array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a texture from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a texture from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a vector array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a vector array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Checks if MaterialPropertyBlock has the ComputeBuffer property with the given name or name ID. To set the property, use SetBuffer. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the ComputeBuffer property with the given name or name ID. To set the property, use SetBuffer. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Color property with the given name or name ID. To set the property, use SetColor. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Color property with the given name or name ID. To set the property, use SetColor. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the ConstantBuffer property with the given name or name ID. To set the property, use SetConstantBuffer. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the ConstantBuffer property with the given name or name ID. To set the property, use SetConstantBuffer. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Float property with the given name or name ID. To set the property, use SetFloat. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Float property with the given name or name ID. To set the property, use SetFloat. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Integer property with the given name or name ID. To set the property, use SetInteger. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Integer property with the given name or name ID. To set the property, use SetInteger. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Matrix property with the given name or name ID. This also works with the Matrix Array property. To set the property, use SetMatrix. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Matrix property with the given name or name ID. This also works with the Matrix Array property. To set the property, use SetMatrix. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the property with the given name or name ID. To set the property, use one of the Set methods for MaterialPropertyBlock. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the property with the given name or name ID. To set the property, use one of the Set methods for MaterialPropertyBlock. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Texture property with the given name or name ID. To set the property, use SetTexture. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Texture property with the given name or name ID. To set the property, use SetTexture. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Vector property with the given name or name ID. This also works with the Vector Array property. To set the property, use SetVector. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Vector property with the given name or name ID. This also works with the Vector Array property. To set the property, use SetVector. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a color property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Color value to set. + + + + Set a color property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Color value to set. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Set a float property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The float value to set. + + + + Set a float property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The float value to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The int value to set. + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The int value to set. + + + + Adds a property to the block. If an integer property with the given name already exists, the old value is replaced. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The integer value to set. + + + + Adds a property to the block. If an integer property with the given name already exists, the old value is replaced. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The integer value to set. + + + + Set a matrix property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The matrix value to set. + + + + Set a matrix property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The matrix value to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a vector property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Vector4 value to set. + + + + Set a vector property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Vector4 value to set. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + A collection of common math functions. + + + + + Returns the absolute value of f. + + + + + + Returns the absolute value of value. + + + + + + Returns the arc-cosine of f - the angle in radians whose cosine is f. + + + + + + Compares two floating point values and returns true if they are similar. + + + + + + + Returns the arc-sine of f - the angle in radians whose sine is f. + + + + + + Returns the arc-tangent of f - the angle in radians whose tangent is f. + + + + + + Returns the angle in radians whose Tan is y/x. + + + + + + + Returns the smallest integer greater to or equal to f. + + + + + + Returns the smallest integer greater to or equal to f. + + + + + + Clamps the given value between the given minimum float and maximum float values. Returns the given value if it is within the minimum and maximum range. + + The floating point value to restrict inside the range defined by the minimum and maximum values. + The minimum floating point value to compare against. + The maximum floating point value to compare against. + + The float result between the minimum and maximum values. + + + + + Clamps the given value between a range defined by the given minimum integer and maximum integer values. Returns the given value if it is within min and max. + + The integer point value to restrict inside the min-to-max range. + The minimum integer point value to compare against. + The maximum integer point value to compare against. + + The int result between min and max values. + + + + + Clamps value between 0 and 1 and returns value. + + + + + + Returns the closest power of two value. + + + + + + Convert a color temperature in Kelvin to RGB color. + + Temperature in Kelvin. Range 1000 to 40000 Kelvin. + + Correlated Color Temperature as floating point RGB color. + + + + + Returns the cosine of angle f. + + The input angle, in radians. + + The return value between -1 and 1. + + + + + Degrees-to-radians conversion constant (Read Only). + + + + + Calculates the shortest difference between two given angles given in degrees. + + + + + + + A tiny floating point value (Read Only). + + + + + Returns e raised to the specified power. + + + + + + Encode a floating point value into a 16-bit representation. + + The floating point value to convert. + + The converted half-precision float, stored in a 16-bit unsigned integer. + + + + + Returns the largest integer smaller than or equal to f. + + + + + + Returns the largest integer smaller to or equal to f. + + + + + + Converts the given value from gamma (sRGB) to linear color space. + + + + + + Convert a half precision float to a 32-bit floating point value. + + The half precision value to convert. + + The decoded 32-bit float. + + + + + A representation of positive infinity (Read Only). + + + + + Determines where a value lies between two points. + + The start of the range. + The end of the range. + The point within the range you want to calculate. + + A value between zero and one, representing where the "value" parameter falls within the range defined by a and b. + + + + + Returns true if the value is power of two. + + + + + + Linearly interpolates between a and b by t. + + The start value. + The end value. + The interpolation value between the two floats. + + The interpolated float result between the two float values. + + + + + Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + + + + + + Linearly interpolates between a and b by t with no limit to t. + + The start value. + The end value. + The interpolation between the two floats. + + The float value as a result from the linear interpolation. + + + + + Converts the given value from linear to gamma (sRGB) color space. + + + + + + Returns the logarithm of a specified number in a specified base. + + + + + + + Returns the natural (base e) logarithm of a specified number. + + + + + + Returns the base 10 logarithm of a specified number. + + + + + + Returns largest of two or more values. + + + + + + + + Returns largest of two or more values. + + + + + + + + Returns the largest of two or more values. + + + + + + + + Returns the largest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Moves a value current towards target. + + The current value. + The value to move towards. + The maximum change that should be applied to the value. + + + + Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + + + + + + A representation of negative infinity (Read Only). + + + + + Returns the next power of two that is equal to, or greater than, the argument. + + + + + + Generate 2D Perlin noise. + + X-coordinate of sample point. + Y-coordinate of sample point. + + Value between 0.0 and 1.0. (Return value might be slightly below 0.0 or beyond 1.0.) + + + + + The well-known 3.14159265358979... value (Read Only). + + + + + PingPong returns a value that will increment and decrement between the value 0 and length. + + + + + + + Returns f raised to power p. + + + + + + + Radians-to-degrees conversion constant (Read Only). + + + + + Loops the value t, so that it is never larger than length and never smaller than 0. + + + + + + + Returns f rounded to the nearest integer. + + + + + + Returns f rounded to the nearest integer. + + + + + + Returns the sign of f. + + + + + + Returns the sine of angle f. + + The input angle, in radians. + + The return value between -1 and +1. + + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Interpolates between min and max with smoothing at the limits. + + + + + + + + Returns square root of f. + + + + + + Returns the tangent of angle f in radians. + + + + + + A standard 4x4 transformation matrix. + + + + + This property takes a projection matrix and returns the six plane coordinates that define a projection frustum. + + + + + The determinant of the matrix. (Read Only) + + + + + Returns the identity matrix (Read Only). + + + + + The inverse of this matrix. (Read Only) + + + + + Checks whether this is an identity matrix. (Read Only) + + + + + Attempts to get a scale value from the matrix. (Read Only) + + + + + Attempts to get a rotation quaternion from this matrix. + + + + + Returns the transpose of this matrix (Read Only). + + + + + Returns a matrix with all elements set to zero (Read Only). + + + + + This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. + + The X coordinate of the left side of the near projection plane in view space. + The X coordinate of the right side of the near projection plane in view space. + The Y coordinate of the bottom side of the near projection plane in view space. + The Y coordinate of the top side of the near projection plane in view space. + Z distance to the near plane from the origin in view space. + Z distance to the far plane from the origin in view space. + Frustum planes struct that contains the view space coordinates of that define a viewing frustum. + + + A projection matrix with a viewing frustum defined by the plane coordinates passed in. + + + + + This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. + + The X coordinate of the left side of the near projection plane in view space. + The X coordinate of the right side of the near projection plane in view space. + The Y coordinate of the bottom side of the near projection plane in view space. + The Y coordinate of the top side of the near projection plane in view space. + Z distance to the near plane from the origin in view space. + Z distance to the far plane from the origin in view space. + Frustum planes struct that contains the view space coordinates of that define a viewing frustum. + + + A projection matrix with a viewing frustum defined by the plane coordinates passed in. + + + + + Get a column of the matrix. + + + + + + Get position vector from the matrix. + + + + + Returns a row of the matrix. + + + + + + Computes the inverse of a 3D affine matrix. + + Input matrix to invert. + The result of the inversion. Equal to the input matrix if the function fails. + + Returns true and a valid result if the function succeeds, false and a copy of the input matrix if the function fails. + + + + + Create a "look at" matrix. + + The source point. + The target point. + The vector describing the up direction (typically Vector3.up). + + The resulting transformation matrix. + + + + + Transforms a position by this matrix (generic). + + + + + + Transforms a position by this matrix (fast). + + + + + + Transforms a direction by this matrix. + + + + + + Multiplies two matrices. + + + + + + + Transforms a Vector4 by a matrix. + + + + + + + Create an orthogonal projection matrix. + + Left-side x-coordinate. + Right-side x-coordinate. + Bottom y-coordinate. + Top y-coordinate. + Near depth clipping plane value. + Far depth clipping plane value. + + The projection matrix. + + + + + Create a perspective projection matrix. + + Vertical field-of-view in degrees. + Aspect ratio (width divided by height). + Near depth clipping plane value. + Far depth clipping plane value. + + The projection matrix. + + + + + Creates a rotation matrix. + + + + + + Creates a scaling matrix. + + + + + + Sets a column of the matrix. + + + + + + + Sets a row of the matrix. + + + + + + + Sets this matrix to a translation, rotation and scaling matrix. + + + + + + + + Access element at [row, column]. + + + + + Access element at sequential index (0..15 inclusive). + + + + + Returns a formatted string for this matrix. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this matrix. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this matrix. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a plane that is transformed in space. + + + + + + Creates a translation matrix. + + + + + + Creates a translation, rotation and scaling matrix. + + + + + + + + Checks if this matrix is a valid transform matrix. + + + + + A class that allows you to create or modify meshes. + + + + + The bind poses. The bind pose at each index refers to the bone with the same index. + + + + + Returns BlendShape count on this mesh. + + + + + The BoneWeight for each vertex in the Mesh, which represents 4 bones per vertex. + + + + + The bounding volume of the Mesh. + + + + + Vertex colors of the Mesh. + + + + + Vertex colors of the Mesh. + + + + + The intended target usage of the Mesh GPU index buffer. + + + + + Format of the mesh index buffer data. + + + + + Returns true if the Mesh is read/write enabled, or false if it is not. + + + + + The normals of the Mesh. + + + + + The number of sub-meshes inside the Mesh object. + + + + + The tangents of the Mesh. + + + + + An array containing all triangles in the Mesh. + + + + + The texture coordinates (UVs) in the first channel. + + + + + The texture coordinates (UVs) in the second channel. + + + + + The texture coordinates (UVs) in the third channel. + + + + + The texture coordinates (UVs) in the fourth channel. + + + + + The texture coordinates (UVs) in the fifth channel. + + + + + The texture coordinates (UVs) in the sixth channel. + + + + + The texture coordinates (UVs) in the seventh channel. + + + + + The texture coordinates (UVs) in the eighth channel. + + + + + Returns the number of vertex attributes that the mesh has. (Read Only) + + + + + Gets the number of vertex buffers present in the Mesh. (Read Only) + + + + + The intended target usage of the Mesh GPU vertex buffer. + + + + + Returns the number of vertices in the Mesh (Read Only). + + + + + Returns a copy of the vertex positions or assigns a new vertex positions array. + + + + + Gets a snapshot of Mesh data for read-only access. + + The input mesh. + The input meshes. + + Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Gets a snapshot of Mesh data for read-only access. + + The input mesh. + The input meshes. + + Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Gets a snapshot of Mesh data for read-only access. + + The input mesh. + The input meshes. + + Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Adds a new blend shape frame. + + Name of the blend shape to add a frame to. + Weight for the frame being added. + Delta vertices for the frame being added. + Delta normals for the frame being added. + Delta tangents for the frame being added. + + + + Allocates data structures for Mesh creation using C# Jobs. + + The amount of meshes that will be created. + + Returns a MeshDataArray containing writeable MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Applies data defined in MeshData structs to Mesh objects. + + The mesh data array, see Mesh.MeshDataArray. + The destination Mesh. Mesh data array must be of size 1. + The destination Meshes. Must match the size of mesh data array. + The mesh data update flags, see MeshUpdateFlags. + + + + Applies data defined in MeshData structs to Mesh objects. + + The mesh data array, see Mesh.MeshDataArray. + The destination Mesh. Mesh data array must be of size 1. + The destination Meshes. Must match the size of mesh data array. + The mesh data update flags, see MeshUpdateFlags. + + + + Applies data defined in MeshData structs to Mesh objects. + + The mesh data array, see Mesh.MeshDataArray. + The destination Mesh. Mesh data array must be of size 1. + The destination Meshes. Must match the size of mesh data array. + The mesh data update flags, see MeshUpdateFlags. + + + + Clears all vertex data and all triangle indices. + + True if the existing Mesh data layout should be preserved. + + + + Clears all vertex data and all triangle indices. + + True if the existing Mesh data layout should be preserved. + + + + Clears all blend shapes from Mesh. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Creates an empty Mesh. + + + + + Gets the bone weights for the Mesh. + + + Returns all non-zero bone weights for the Mesh, in vertex index order. + + + + + Gets the base vertex index of the given sub-mesh. + + The sub-mesh index. See subMeshCount. + + The offset applied to all vertex indices of this sub-mesh. + + + + + Gets the bind poses of the Mesh. + + A list of bind poses to populate. + + + + Returns the frame count for a blend shape. + + The shape index to get frame count from. + + + + Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame. + + The shape index of the frame. + The frame index to get the weight from. + Delta vertices output array for the frame being retreived. + Delta normals output array for the frame being retreived. + Delta tangents output array for the frame being retreived. + + + + Returns the weight of a blend shape frame. + + The shape index of the frame. + The frame index to get the weight from. + + + + Returns index of BlendShape by given name. + + + + + + Returns name of BlendShape by given index. + + + + + + The number of non-zero bone weights for each vertex. + + + Returns the number of non-zero bone weights for each vertex. + + + + + Gets the bone weights for the Mesh. + + A list of BoneWeight structs to populate. + + + + Gets the vertex colors of the Mesh. + + A list of vertex colors to populate. + + + + Gets the vertex colors of the Mesh. + + A list of vertex colors to populate. + + + + Retrieves a GraphicsBuffer to the GPU index buffer. + + + The mesh index buffer as a GraphicsBuffer. + + + + + Gets the index count of the given sub-mesh. + + + + + + Gets the starting index location within the Mesh's index buffer, for the given sub-mesh. + + + + + + Fetches the index list for the specified sub-mesh. + + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + Array with face indices. + + + + + Fetches the index list for the specified sub-mesh. + + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + Array with face indices. + + + + + Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access. + + A list of indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access. + + A list of indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access. + + A list of indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Retrieves a native (underlying graphics API) pointer to the index buffer. + + + Pointer to the underlying graphics API index buffer. + + + + + Retrieves a native (underlying graphics API) pointer to the vertex buffer. + + Which vertex buffer to get (some Meshes might have more than one). See vertexBufferCount. + + Pointer to the underlying graphics API vertex buffer. + + + + + Gets the vertex normals of the Mesh. + + A list of vertex normals to populate. + + + + Get information about a sub-mesh of the Mesh. + + Sub-mesh index. See subMeshCount. Out of range indices throw an exception. + + Sub-mesh data. + + + + + Gets the tangents of the Mesh. + + A list of tangents to populate. + + + + Gets the topology of a sub-mesh. + + + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + The UV distribution metric can be used to calculate the desired mipmap level based on the position of the camera. + + UV set index to return the UV distibution metric for. 0 for first. + + Average of triangle area / uv area. + + + + + Gets the texture coordinates (UVs) stored in a given channel. + + The UV channel, in [0..7] range. + A list to populate with the UVs. + + + + Gets the texture coordinates (UVs) stored in a given channel. + + The UV channel, in [0..7] range. + A list to populate with the UVs. + + + + Gets the texture coordinates (UVs) stored in a given channel. + + The UV channel, in [0..7] range. + A list to populate with the UVs. + + + + Returns information about a vertex attribute based on its index. + + The vertex attribute index (0 to vertexAttributeCount-1). + + Information about the vertex attribute. + + + + + Get dimension of a specific vertex data attribute on this Mesh. + + Vertex data attribute to check for. + + Dimensionality of the data attribute, or zero if it is not present. + + + + + Get format of a specific vertex data attribute on this Mesh. + + Vertex data attribute to check for. + + Format of the data attribute. + + + + + Get offset within a vertex buffer stream of a specific vertex data attribute on this Mesh. + + The vertex data attribute to check for. + + The byte offset within a atream of the data attribute, or -1 if it is not present. + + + + + Get information about vertex attributes of a Mesh. + + + Array of vertex attribute information. + + + + + Get information about vertex attributes of a Mesh, without memory allocations. + + Collection of vertex attributes to receive the results. + + The number of vertex attributes returned in the attributes container. + + + + + Get information about vertex attributes of a Mesh, without memory allocations. + + Collection of vertex attributes to receive the results. + + The number of vertex attributes returned in the attributes container. + + + + + Gets the vertex buffer stream index of a specific vertex data attribute on this Mesh. + + The vertex data attribute to check for. + + Stream index of the data attribute, or -1 if it is not present. + + + + + Retrieves a GraphicsBuffer that provides direct acces to the GPU vertex buffer. + + Vertex data stream index to get the buffer for. + + The mesh vertex buffer as a GraphicsBuffer. + + + + + Get vertex buffer stream stride in bytes. + + Vertex data stream index to check for. + + Vertex data size in bytes in this stream, or zero if the stream is not present. + + + + + Gets the vertex positions of the Mesh. + + A list of vertex positions to populate. + + + + Checks if a specific vertex data attribute exists on this Mesh. + + Vertex data attribute to check for. + + Returns true if the data attribute is present in the mesh. + + + + + Optimize mesh for frequent updates. + + + + + Notify Renderer components of mesh geometry change. + + + + + A struct containing Mesh data for C# Job System access. + + + + + Gets the format of the index buffer data in the MeshData. (Read Only) + + + + + The number of sub-meshes in the MeshData. + + + + + Gets the number of vertex buffers in the MeshData. (Read Only) + + + + + Gets the number of vertices in the MeshData. (Read Only) + + + + + Populates an array with the vertex colors from the MeshData. + + The destination vertex colors array. + + + + Populates an array with the vertex colors from the MeshData. + + The destination vertex colors array. + + + + Gets raw data from the index buffer of the MeshData. + + + Returns a NativeArray containing the index buffer data. + + + + + Populates an array with the indices for a given sub-mesh from the MeshData. + + The destination indices array. + The index of the sub-mesh to get the indices for. See Mesh.MeshData.subMeshCount|subMeshCount. + If true, Unity will apply base vertex offset to the returned indices. The default value is true. + + + + Populates an array with the indices for a given sub-mesh from the MeshData. + + The destination indices array. + The index of the sub-mesh to get the indices for. See Mesh.MeshData.subMeshCount|subMeshCount. + If true, Unity will apply base vertex offset to the returned indices. The default value is true. + + + + Populates an array with the vertex normals from the MeshData. + + The destination vertex normals array. + + + + Gets data about a given sub-mesh in the MeshData. + + The index of the sub-mesh. See Mesh.MeshData.subMeshCount|subMeshCount. If you specify an out of range index, Unity throws an exception. + + Returns sub-mesh data. + + + + + Populates an array with the vertex tangents from the MeshData. + + The destination vertex tangents array. + + + + Populates an array with the UVs from the MeshData. + + The UV channel, in [0..7] range. + The destination texture coordinates array. + + + + Populates an array with the UVs from the MeshData. + + The UV channel, in [0..7] range. + The destination texture coordinates array. + + + + Populates an array with the UVs from the MeshData. + + The UV channel, in [0..7] range. + The destination texture coordinates array. + + + + Gets the dimension of a given vertex attribute in the MeshData. + + The vertex attribute to get the dimension of. + + Returns the dimension of the vertex attribute. Returns 0 if the vertex attribute is not present. + + + + + Gets the format of a given vertex attribute in the MeshData. + + The vertex attribute to check the format of. + + Returns the format of the given vertex attribute. + + + + + Gets the offset within a vertex buffer stream of a given vertex data attribute on this MeshData. + + The vertex data attribute to check for. + + The byte offset within a atream of the data attribute, or -1 if it is not present. + + + + + Get the vertex buffer stream index of a specific vertex data attribute on this MeshData. + + The vertex data attribute to check for. + + Stream index of the data attribute, or -1 if it is not present. + + + + + Get the vertex buffer stream stride in bytes. + + The vertex data stream index to check for. + + Vertex data size in bytes in this stream, or zero if the stream is not present. + + + + + Gets raw data for a given vertex buffer stream format in the MeshData. + + The vertex buffer stream to get data for. The default value is 0. + + Returns a NativeArray containing the vertex buffer data. + + + + + Populates an array with the vertex positions from the MeshData. + + The destination vertex positions array. + + + + Checks if a given vertex attribute exists in the MeshData. + + The vertex attribute to check for. + + Returns true if the data attribute is present in the Mesh. Returns false if it is not. + + + + + Sets the index buffer size and format of the Mesh that Unity creates from the MeshData. + + The size of the index buffer. + The format of the indices. + + + + Sets the data for a sub-mesh of the Mesh that Unity creates from the MeshData. + + The index of the sub-mesh to set data for. See Mesh.MeshData.subMeshCount|subMeshCount. If you specify an out of range index, Unity throws an exception. + Sub-mesh data. + Flags controlling the function behavior. See MeshUpdateFlags. + + + + Sets the vertex buffer size and layout of the Mesh that Unity creates from the MeshData. + + The number of vertices in the Mesh. + Layout of the vertex data: which attributes are present, their data types and so on. + + + + Sets the vertex buffer size and layout of the Mesh that Unity creates from the MeshData. + + The number of vertices in the Mesh. + Layout of the vertex data: which attributes are present, their data types and so on. + + + + An array of Mesh data snapshots for C# Job System access. + + + + + Use this method to dispose of the MeshDataArray struct. + + + + + Number of Mesh data elements in the MeshDataArray. + + + + + Access MeshDataArray element by an index. + + + + + Optimizes the Mesh data to improve rendering performance. + + + + + Optimizes the geometry of the Mesh to improve rendering performance. + + + + + Optimizes the vertices of the Mesh to improve rendering performance. + + + + + Recalculate the bounding volume of the Mesh from the vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculate the bounding volume of the Mesh from the vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the normals of the Mesh from the triangles and vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the normals of the Mesh from the triangles and vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the tangents of the Mesh from the normals and texture coordinates. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the tangents of the Mesh from the normals and texture coordinates. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the UV distribution metric of the Mesh from the vertices and uv coordinates. + + The UV set index to set the UV distibution metric for. Use 0 for first index. + The minimum UV area to consider. The default value is 1e-9f. + + + + Recalculates the UV distribution metrics of the Mesh from the vertices and uv coordinates. + + The minimum UV area to consider. The default value is 1e-9f. + + + + Sets the bone weights for the Mesh. + + Bone count for each vertex in the Mesh. + BoneWeight1 structs for each vertex, sorted by vertex index. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the index buffer size and format. + + Size of index buffer. + Format of the indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Set the normals of the Mesh. + + Per-vertex normals. + + + + Set the normals of the Mesh. + + Per-vertex normals. + + + + Set the normals of the Mesh. + + Per-vertex normals. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the information about a sub-mesh of the Mesh. + + Sub-mesh index. See subMeshCount. Out of range indices throw an exception. + Sub-mesh data. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the information about a sub-mesh of the Mesh. + + Sub-mesh index. See subMeshCount. Out of range indices throw an exception. + Sub-mesh data. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Set the tangents of the Mesh. + + Per-vertex tangents. + + + + Set the tangents of the Mesh. + + Per-vertex tangents. + + + + Set the tangents of the Mesh. + + Per-vertex tangents. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex buffer size and layout. + + The number of vertices in the Mesh. + Layout of the vertex data -- which attributes are present, their data types and so on. + + + + Sets the vertex buffer size and layout. + + The number of vertices in the Mesh. + Layout of the vertex data -- which attributes are present, their data types and so on. + + + + Assigns a new vertex positions array. + + Per-vertex positions. + + + + Assigns a new vertex positions array. + + Per-vertex positions. + + + + Assigns a new vertex positions array. + + Per-vertex positions. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Upload previously done Mesh modifications to the graphics API. + + Frees up system memory copy of mesh data when set to true. + + + + A class to access the Mesh of the. + + + + + Returns the instantiated Mesh assigned to the mesh filter. + + + + + Returns the shared mesh of the mesh filter. + + + + + Renders meshes inserted by the MeshFilter or TextMesh. + + + + + Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer. + + + + + Vertex attributes that override the primary mesh when the MeshRenderer uses lightmaps in the Realtime Global Illumination system. + + + + + Determines how the object will receive global illumination. (Editor only) + + + + + Specifies the relative lightmap resolution of this object. (Editor only) + + + + + When enabled, seams in baked lightmaps will get smoothed. (Editor only) + + + + + Index of the first sub-mesh to use from the Mesh associated with this MeshRenderer (Read Only). + + + + + Topology of Mesh faces. + + + + + Mesh is made from lines. + + + + + Mesh is a line strip. + + + + + Mesh is made from points. + + + + + Mesh is made from quads. + + + + + Mesh is made from triangles. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific minimum value. + + + + + The minimum allowed value. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific minimum value. + + The minimum allowed value. + + + + Enum describing what lighting mode to be used with Mixed lights. + + + + + Mixed lights provide real-time direct lighting while indirect light is baked into lightmaps and light probes. + + + + + Mixed lights provide real-time direct lighting. Indirect lighting gets baked into lightmaps and light probes. Shadowmasks and light probe occlusion get generated for baked shadows. The Shadowmask Mode used at run time can be set in the Quality Settings panel. + + + + + Mixed lights provide baked direct and indirect lighting for static objects. Dynamic objects receive real-time direct lighting and cast shadows on static objects using the main directional light in the Scene. + + + + + MonoBehaviour is the base class from which every Unity script derives. + + + + + Logs message to the Unity Console (identical to Debug.Log). + + + + + + Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor). + + + + + Disabling this lets you skip the GUI layout phase. + + + + + Cancels all Invoke calls on this MonoBehaviour. + + + + + Cancels all Invoke calls with name methodName on this behaviour. + + + + + + Invokes the method methodName in time seconds. + + + + + + + Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. + + + + + + + + Is any invoke on methodName pending? + + + + + + Is any invoke pending on this MonoBehaviour? + + + + + Starts a Coroutine. + + + + + + Starts a coroutine named methodName. + + + + + + + Starts a coroutine named methodName. + + + + + + + Stops all coroutines running on this behaviour. + + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + The type of motion vectors that should be generated. + + + + + Use only camera movement to track motion. + + + + + Do not track motion. Motion vectors will be 0. + + + + + Use a specific pass (if required) to track motion. + + + + + Attribute to make a string be edited with a multi-line textfield. + + + + + Attribute used to make a string value be shown in a multiline textarea. + + How many lines of text to make room for. Default is 3. + + + + Attribute used to make a string value be shown in a multiline textarea. + + How many lines of text to make room for. Default is 3. + + + + The network class is at the heart of the network implementation and provides the core functions. + + + + + All connected players. + + + + + The IP address of the connection tester used in Network.TestConnection. + + + + + The port of the connection tester used in Network.TestConnection. + + + + + Set the password for the server (for incoming connections). + + + + + Returns true if your peer type is client. + + + + + Enable or disable the processing of network messages. + + + + + Returns true if your peer type is server. + + + + + Set the log level for network messages (default is Off). + + + + + Set the maximum amount of connections/players allowed. + + + + + Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server. + + + + + The IP address of the NAT punchthrough facilitator. + + + + + The port of the NAT punchthrough facilitator. + + + + + The status of the peer type, i.e. if it is disconnected, connecting, server or client. + + + + + Get the local NetworkPlayer instance. + + + + + The IP address of the proxy server. + + + + + Set the proxy server password. + + + + + The port of the proxy server. + + + + + The default send rate of network updates for all Network Views. + + + + + Get the current network time (seconds). + + + + + Indicate if proxy support is needed, in which case traffic is relayed through the proxy server. + + + + + Query for the next available network view ID number and allocate it (reserve). + + + + + Close the connection to another system. + + + + + + + Connect to the specified host (ip or domain name) and server port. + + + + + + + + Connect to the specified host (ip or domain name) and server port. + + + + + + + + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + + + + + + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + + + + + + Connect to a server GUID. NAT punchthrough can only be performed this way. + + + + + + + Connect to a server GUID. NAT punchthrough can only be performed this way. + + + + + + + Connect to the host represented by a HostData structure returned by the Master Server. + + + + + + + Connect to the host represented by a HostData structure returned by the Master Server. + + + + + + + Destroy the object associated with this view ID across the network. + + + + + + Destroy the object across the network. + + + + + + Destroy all the objects based on view IDs belonging to this player. + + + + + + Close all open connections and shuts down the network interface. + + + + + + Close all open connections and shuts down the network interface. + + + + + + The last average ping time to the given player in milliseconds. + + + + + + The last ping time to the given player in milliseconds. + + + + + + Check if this machine has a public IP address. + + + + + Initializes security layer. + + + + + Initialize the server. + + + + + + + + Initialize the server. + + + + + + + + Network instantiate a Prefab. + + + + + + + + + Remove all RPC functions which belong to this player ID. + + + + + + Remove all RPC functions which belong to this player ID and were sent based on the given group. + + + + + + + Remove the RPC function calls accociated with this view ID number. + + + + + + Remove all RPC functions which belong to given group number. + + + + + + Set the level prefix which will then be prefixed to all network ViewID numbers. + + + + + + Enable or disables the reception of messages in a specific group number from a specific player. + + + + + + + + Enables or disables transmission of messages and RPC calls on a specific network group number. + + + + + + + Enable or disable transmission of messages and RPC calls based on target network player as well as the network group. + + + + + + + + Test this machines network connection. + + + + + + Test this machines network connection. + + + + + + Test the connection specifically for NAT punch-through connectivity. + + + + + + Test the connection specifically for NAT punch-through connectivity. + + + + + + Possible status messages returned by Network.Connect and in MonoBehaviour.OnFailedToConnect|OnFailedToConnect in case the error was not immediate. + + + + + The reason a disconnect event occured, like in MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer. + + + + + The type of the connected target. + + + + + The connected target is an Editor. + + + + + No target is connected, this is only possible in a Player. + + + + + The connected target is a Player. + + + + + The state of an Editor-to-Player or Editor-to-Editor connection to be used in Networking.PlayerConnection.PlayerConnectionGUI.ConnectionTargetSelectionDropdown or Networking.PlayerConnection.PlayerConnectionGUILayout.ConnectionTargetSelectionDropdown. + + + + + Supplies the type of the established connection, as in whether the target is a Player or an Editor. + + + + + The name of the connected target. + + + + + Arguments passed to Action callbacks registered in PlayerConnection. + + + + + Data that is received. + + + + + The Player ID that the data is received from. + + + + + Used for handling the network connection from the Player to the Editor. + + + + + Returns a singleton instance of a PlayerConnection. + + + + + Returns true when the Editor is connected to the Player. + + + + + Blocks the calling thread until either a message with the specified messageId is received or the specified time-out elapses. + + The type ID of the message that is sent to the Editor. + The time-out specified in milliseconds. + + Returns true when the message is received and false if the call timed out. + + + + + This disconnects all of the active connections. + + + + + Registers a listener for a specific message ID, with an Action to be executed whenever that message is received by the Editor. +This ID must be the same as for messages sent from EditorConnection.Send(). + + The message ID that should cause the Action callback to be executed when received. + Action that is executed when a message with ID messageId is received by the Editor. +The callback includes the data that is sent from the Player, and the Player ID. +The Player ID is always 1, because only one Editor can be connected. + + + + Registers a callback that is invoked when the Editor connects to the Player. + + The action that is called when the Player connects to the Editor, with the Player ID of the Editor. + + + + Registers a callback to be called when Editor disconnects. + + The Action that is called when a Player disconnects from the Editor. + + + + Sends data to the Editor. + + The type ID of the message that is sent to the Editor. + + + + + Attempt to sends data to the Editor. + + The type ID of the message that is sent to the Editor. + + + Returns true when the Player sends data successfully, and false when there is no space in the socket ring buffer or sending fails. + + + + + Deregisters a message listener. + + Message ID associated with the callback that you wish to deregister. + The associated callback function you wish to deregister. + + + + Unregisters the connection callback. + + + + + + Unregisters the disconnection callback. + + + + + + Describes different levels of log information the network layer supports. + + + + + This data structure contains information on a message just received from the network. + + + + + The NetworkView who sent this message. + + + + + The player who sent this network message (owner). + + + + + The time stamp when the Message was sent in seconds. + + + + + Describes the status of the network interface peer type as returned by Network.peerType. + + + + + The NetworkPlayer is a data structure with which you can locate another player over the network. + + + + + Returns the external IP address of the network interface. + + + + + Returns the external port of the network interface. + + + + + The GUID for this player, used when connecting with NAT punchthrough. + + + + + The IP address of this player. + + + + + The port of this player. + + + + + Describes network reachability options. + + + + + Network is not reachable. + + + + + Network is reachable via carrier data network. + + + + + Network is reachable via WiFi or cable. + + + + + Different types of synchronization for the NetworkView component. + + + + + The network view is the binding material of multiplayer games. + + + + + The network group number of this network view. + + + + + Is the network view controlled by this object? + + + + + The component the network view is observing. + + + + + The NetworkPlayer who owns this network view. + + + + + The type of NetworkStateSynchronization set for this network view. + + + + + The ViewID of this network view. + + + + + Call a RPC function on all connected peers. + + + + + + + + Call a RPC function on a specific player. + + + + + + + + The NetworkViewID is a unique identifier for a network view instance in a multiplayer game. + + + + + True if instantiated by me. + + + + + The NetworkPlayer who owns the NetworkView. Could be the server. + + + + + Represents an invalid network view ID. + + + + + Disables reordering of an array or list in the Inspector window. + + + + + NPOT Texture2D|textures support. + + + + + Full NPOT support. + + + + + NPOT textures are not supported. Will be upscaled/padded at loading time. + + + + + Limited NPOT support: no mipmaps and clamp TextureWrapMode|wrap mode will be forced. + + + + + Base class for all objects Unity can reference. + + + + + Should the object be hidden, saved with the Scene or modifiable by the user? + + + + + The name of the object. + + + + + Removes a GameObject, component or asset. + + The object to destroy. + The optional amount of time to delay before destroying the object. + + + + Removes a GameObject, component or asset. + + The object to destroy. + The optional amount of time to delay before destroying the object. + + + + Destroys the object obj immediately. You are strongly recommended to use Destroy instead. + + Object to be destroyed. + Set to true to allow assets to be destroyed. + + + + Destroys the object obj immediately. You are strongly recommended to use Destroy instead. + + Object to be destroyed. + Set to true to allow assets to be destroyed. + + + + Do not destroy the target Object when loading a new Scene. + + An Object not destroyed on Scene change. + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Returns a list of all active and inactive loaded objects of Type type. + + The type of object to find. + + The array of objects found matching the type specified. + + + + + Returns a list of all active and inactive loaded objects of Type type, including assets. + + The type of object or asset to find. + + The array of objects and assets found matching the type specified. + + + + + Gets the instance ID of the object. + + + Returns the instance ID of the object. When used to call the origin object, this method returns a positive value. When used to call the instance object, this method returns a negative value. + + + + + Does the object exist? + + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + Compares two object references to see if they refer to the same object. + + The first Object. + The Object to compare against the first. + + + + Compares if two objects refer to a different object. + + + + + + + Returns the name of the object. + + + The name returned by ToString. + + + + + OcclusionArea is an area in which occlusion culling is performed. + + + + + Center of the occlusion area relative to the transform. + + + + + Size that the occlusion area will have. + + + + + The portal for dynamically changing occlusion at runtime. + + + + + Gets / sets the portal's open state. + + + + + Enumeration for SystemInfo.operatingSystemFamily. + + + + + Linux operating system family. + + + + + macOS operating system family. + + + + + Returned for operating systems that do not fall into any other category. + + + + + Windows operating system family. + + + + + Ping any given IP address (given in dot notation). + + + + + The IP target of the ping. + + + + + Has the ping function completed? + + + + + This property contains the ping time result after isDone returns true. + + + + + Perform a ping to the supplied target IP address. + + + + + + Representation of a plane in 3D space. + + + + + The distance measured from the Plane to the origin, along the Plane's normal. + + + + + Returns a copy of the plane that faces in the opposite direction. + + + + + Normal vector of the plane. + + + + + For a given point returns the closest point on the plane. + + The point to project onto the plane. + + A point on the plane that is closest to point. + + + + + Creates a plane. + + + + + + + Creates a plane. + + + + + + + Creates a plane. + + + + + + + + Makes the plane face in the opposite direction. + + + + + Returns a signed distance from plane to point. + + + + + + Is a point on the positive side of the plane? + + + + + + Intersects a ray with the plane. + + + + + + + Are two points on the same side of the plane? + + + + + + + Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane. + + First point in clockwise order. + Second point in clockwise order. + Third point in clockwise order. + + + + Sets a plane using a point that lies within it along with a normal to orient it. + + The plane's normal vector. + A point that lies on the plane. + + + + Returns a copy of the given plane that is moved in space by the given translation. + + The plane to move in space. + The offset in space to move the plane with. + + The translated plane. + + + + + Moves the plane in space by the translation vector. + + The offset in space to move the plane with. + + + + Describes the type of information that flows in and out of a Playable. This also specifies that this Playable is connectable to others of the same type. + + + + + Describes that the information flowing in and out of the Playable is of Animation type. + + + + + Describes that the information flowing in and out of the Playable is of Audio type. + + + + + Describes that the Playable does not have any particular type. This is use for Playables that execute script code, or that create their own playable graphs, such as the Sequence. + + + + + Describes that the information flowing in and out of the Playable is of type Texture. + + + + + Defines what time source is used to update a Director graph. + + + + + Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio. + + + + + Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused. + + + + + Update mode is manual. You need to manually call PlayableGraph.Evaluate with your own deltaTime. This can be useful for graphs that are completely disconnected from the rest of the game. For example, localized bullet time. + + + + + Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused. + + + + + Wrap mode for Playables. + + + + + Hold the last frame when the playable time reaches it's duration. + + + + + Loop back to zero time and continue playing. + + + + + Do not keep playing when the time reaches the duration. + + + + + This structure contains the frame information a Playable receives in Playable.PrepareFrame. + + + + + Time difference between this frame and the preceding frame. + + + + + The accumulated delay of the parent Playable during the PlayableGraph traversal. + + + + + The accumulated speed of the parent Playable during the PlayableGraph traversal. + + + + + The accumulated play state of this playable. + + + + + The accumulated speed of the Playable during the PlayableGraph traversal. + + + + + The accumulated weight of the Playable during the PlayableGraph traversal. + + + + + Indicates the type of evaluation that caused PlayableGraph.PrepareFrame to be called. + + + + + The current frame identifier. + + + + + The PlayableOutput that initiated this graph traversal. + + + + + Indicates that the local time was explicitly set. + + + + + Indicates the local time did not advance because it has reached the duration and the extrapolation mode is set to Hold. + + + + + Indicates the local time wrapped because it has reached the duration and the extrapolation mode is set to Loop. + + + + + The weight of the current Playable. + + + + + Describes the cause for the evaluation of a PlayableGraph. + + + + + Indicates the graph was updated due to a call to PlayableGraph.Evaluate. + + + + + Indicates the graph was called by the runtime during normal playback due to PlayableGraph.Play being called. + + + + + The base interface for all notifications sent through the playable system. + + + + + The identifier is a name that identifies this notifications, or class of notifications. + + + + + Implement this interface to create a class that will receives notifications from PlayableOutput. + + + + + The method called when a notification is raised. + + The playable that sent the notification. + The received notification. + User defined data that depends on the type of notification. Uses this to pass necessary information that can change with each invocation. + + + + Interface implemented by all C# Playable implementations. + + + + + Interface that permits a class to inject playables into a graph. + + + + + Duration in seconds. + + + + + A description of the PlayableOutputs generated by this asset. + + + + + Implement this method to have your asset inject playables into the given graph. + + The graph to inject playables into. + The game object which initiated the build. + + The playable injected into the graph, or the root playable if multiple playables are injected. + + + + + Interface implemented by all C# Playable Behaviour implementations. + + + + + Interface implemented by all C# Playable output implementations. + + + + + Default implementation for Playable notifications. + + + + + The name that identifies this notification. + + + + + Creates a new notification with the name specified in the argument. + + The name that identifies this notifications. + + + + Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create complex behaviours. + + + + + Returns an invalid Playable. + + + + + A base class for assets that can be used to instantiate a Playable at runtime. + + + + + The playback duration in seconds of the instantiated Playable. + + + + + A description of the outputs of the instantiated Playable. + + + + + Implement this method to have your asset inject playables into the given graph. + + The graph to inject playables into. + The game object which initiated the build. + + The playable injected into the graph, or the root playable if multiple playables are injected. + + + + + PlayableBehaviour is the base class from which every custom playable script derives. + + + + + This function is called when the Playable play state is changed to Playables.PlayState.Delayed. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This method is invoked when one of the following situations occurs: +<br><br> + The effective play state during traversal is changed to Playables.PlayState.Paused. This state is indicated by FrameData.effectivePlayState.<br><br> + The PlayableGraph is stopped while the playable play state is Playing. This state is indicated by PlayableGraph.IsPlaying returning true. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called when the Playable play state is changed to Playables.PlayState.Playing. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called when the PlayableGraph that owns this PlayableBehaviour starts. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the PlayableGraph that owns this PlayableBehaviour stops. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the Playable that owns the PlayableBehaviour is created. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the Playable that owns the PlayableBehaviour is destroyed. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called during the PrepareData phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called during the PrepareFrame phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called during the ProcessFrame phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + The user data of the ScriptPlayableOutput that initiated the process pass. + + + + Struct that holds information regarding an output of a PlayableAsset. + + + + + The type of target required by the PlayableOutput for this PlayableBinding. + + + + + A reference to a UnityEngine.Object that acts a key for this binding. + + + + + The name of the output or input stream. + + + + + The type of the output or input stream. + + + + + The default duration used when a PlayableOutput has no fixed duration. + + + + + A constant to represent a PlayableAsset has no bindings. + + + + + Extensions for all the types that implements IPlayable. + + + + + Create a new input port and connect it to the output port of the given Playable. + + The Playable used by this operation. + The Playable to connect to. + The output port of the Playable. + The weight of the created input port. + + The index of the newly created input port. + + + + + Connect the output port of a Playable to one of the input ports. + + The Playable used by this operation. + The input port index. + The Playable to connect to. + The output port of the Playable. + The weight of the input port. + + + + Destroys the current Playable. + + The Playable used by this operation. + + + + Disconnect the input port of a Playable. + + The Playable used by this operation. + The input port index. + + + + Returns the delay of the playable. + + The Playable used by this operation. + + The delay in seconds. + + + + + Returns the duration of the Playable. + + The Playable used by this operation. + + The duration in seconds. + + + + + Returns the PlayableGraph that owns this Playable. A Playable can only be used in the graph that was used to create it. + + The Playable used by this operation. + + The PlayableGraph associated with the current Playable. + + + + + Returns the Playable connected at the given input port index. + + The Playable used by this operation. + The port index. + + Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect. + + + + + Returns the number of inputs supported by the Playable. + + The Playable used by this operation. + + The count of inputs on the Playable. + + + + + Returns the weight of the Playable connected at the given input port index. + + The Playable used by this operation. + The port index. + + The current weight of the connected Playable. + + + + + Returns the Playable lead time in seconds. + + The Playable used by this operation. + + + + Returns the Playable connected at the given output port index. + + The Playable used by this operation. + The port index. + + Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect. + + + + + Returns the number of outputs supported by the Playable. + + The Playable used by this operation. + + The count of outputs on the Playable. + + + + + Returns the current PlayState of the Playable. + + The Playable used by this operation. + + The current PlayState of the Playable. + + + + + Returns the previous local time of the Playable. + + The Playable used by this operation. + + The previous time in seconds. + + + + + Returns the time propagation behavior of this Playable. + + The Playable used by this operation. + + True if time propagation is enabled. + + + + + Returns the speed multiplier that is applied to the the current Playable. + + The Playable used by this operation. + + The current speed. + + + + + Returns the current local time of the Playable. + + The Playable used by this operation. + + The current time in seconds. + + + + + Returns the propagation mode for the multi-output playable. + + + + Traversal mode (Mix or Passthrough). + + + + + Returns whether or not the Playable has a delay. + + The Playable used by this operation. + + True if the playable is delayed, false otherwise. + + + + + Returns a flag indicating that a playable has completed its operation. + + The Playable used by this operation. + + True if the playable has completed its operation, false otherwise. + + + + + Returns true if the Playable is null, false otherwise. + + The Playable used by this operation. + + + + Returns the vality of the current Playable. + + The Playable used by this operation. + + True if the Playable is properly constructed by the PlayableGraph and has not been destroyed, false otherwise. + + + + + Tells to pause the Playable. + + The Playable used by this operation. + + + + Starts to play the Playable. + + The Playable used by this operation. + + + + Set a delay until the playable starts. + + The Playable used by this operation. + The delay in seconds. + + + + Changes a flag indicating that a playable has completed its operation. + + The Playable used by this operation. + True if the operation is completed, false otherwise. + + + + Changes the duration of the Playable. + + The Playable used by this operation. + The new duration in seconds, must be a positive value. + + + + Changes the number of inputs supported by the Playable. + + The Playable used by this operation. + + + + + Changes the weight of the Playable connected to the current Playable. + + The Playable used by this operation. + The connected Playable to change. + The weight. Should be between 0 and 1. + + + + + Changes the weight of the Playable connected to the current Playable. + + The Playable used by this operation. + The connected Playable to change. + The weight. Should be between 0 and 1. + + + + + Sets the Playable lead time in seconds. + + The Playable used by this operation. + The new lead time in seconds. + + + + Changes the number of outputs supported by the Playable. + + The Playable used by this operation. + + + + + Changes the current PlayState of the Playable. + + The Playable used by this operation. + The new PlayState. + + + + Changes the time propagation behavior of this Playable. + + The Playable used by this operation. + True to enable time propagation. + + + + Changes the speed multiplier that is applied to the the current Playable. + + The Playable used by this operation. + The new speed. + + + + Changes the current local time of the Playable. + + The Playable used by this operation. + The current time in seconds. + + + + Sets the propagation mode of PrepareFrame and ProcessFrame for the multi-output playable. + + The Playable used by this operation. + The new traversal mode. + + + + Use the PlayableGraph to manage Playable creations and destructions. + + + + + Connects two Playable instances. + + The source playable or its handle. + The port used in the source playable. + The destination playable or its handle. + The port used in the destination playable. If set to -1, a new port is created and connected. + + Returns true if connection is successful. + + + + + Creates a PlayableGraph. + + The name of the graph. + + The newly created PlayableGraph. + + + + + Creates a PlayableGraph. + + The name of the graph. + + The newly created PlayableGraph. + + + + + Destroys the graph. + + + + + Destroys the PlayableOutput. + + The output to destroy. + + + + Destroys the Playable. + + The playable to destroy. + + + + Destroys the Playable and all its inputs, recursively. + + The Playable to destroy. + + + + Disconnects the Playable. The connections determine the topology of the PlayableGraph and how it is evaluated. + + The source playabe or its handle. + The port used in the source playable. + + + + Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph. + + The time in seconds by which to advance each Playable in the graph. + + + + Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph. + + The time in seconds by which to advance each Playable in the graph. + + + + Returns the name of the PlayableGraph. + + + + + Get PlayableOutput at the given index in the graph. + + The output index. + + The PlayableOutput at this given index, otherwise null. + + + + + Get PlayableOutput of the requested type at the given index in the graph. + + The output index. + + The PlayableOutput at the given index among all the PlayableOutput of the same type T. + + + + + Returns the number of PlayableOutput in the graph. + + + The number of PlayableOutput in the graph. + + + + + Get the number of PlayableOutput of the requested type in the graph. + + + The number of PlayableOutput of the same type T in the graph. + + + + + Returns the number of Playable owned by the Graph. + + + + + Returns the table used by the graph to resolve ExposedReferences. + + + + + Returns the Playable with no output connections at the given index. + + The index of the root Playable. + + + + Returns the number of Playable owned by the Graph that have no connected outputs. + + + + + Returns how time is incremented when playing back. + + + + + Indicates that a graph has completed its operations. + + + A boolean indicating if the graph is done playing or not. + + + + + Indicates that a graph is presently running. + + + A boolean indicating if the graph is playing or not. + + + + + Returns true if the PlayableGraph has been properly constructed using PlayableGraph.CreateGraph and is not deleted. + + + A boolean indicating if the graph is invalid or not. + + + + + Plays the graph. + + + + + Changes the table used by the graph to resolve ExposedReferences. + + + + + + Changes how time is incremented when playing back. + + The new DirectorUpdateMode. + + + + Stops the graph, if it is playing. + + + + + See: Playables.IPlayableOutput. + + + + + Returns an invalid PlayableOutput. + + + + + Extensions for all the types that implements IPlayableOutput. + + + + + Registers a new receiver that listens for notifications. + + The target output. + The receiver to register. + + + + Retrieves the list of notification receivers currently registered on the output. + + The output holding the receivers. + + Returns the list of registered receivers. + + + + + Returns the source playable's output connection index. + + The PlayableOutput used by this operation. + + The output port. + + + + + Returns the source playable. + + The PlayableOutput used by this operation. + + The source playable. + + + + + Returns the opaque user data. This is the same value as the last last argument of ProcessFrame. + + The PlayableOutput used by this operation. + + The user data. + + + + + Returns the weight of the connection from the PlayableOutput to the source playable. + + The PlayableOutput used by this operation. + + The weight of the connection to the source playable. + + + + + Returns true if the PlayableOutput is null, false otherwise. + + The PlayableOutput used by this operation. + + + + + + The PlayableOutput used by this operation. + + True if the PlayableOutput has not yet been destroyed and false otherwise. + + + + + Queues a notification to be sent through the Playable system. + + The output sending the notification. + The originating playable of the notification. + The notification to be sent. + Extra information about the state when the notification was fired. + + + + Unregisters a receiver on the output. + + The target output. + The receiver to unregister. + + + + Sets the bound object to a new value. Used to associate an output to an object (Track asset in case of Timeline). + + The PlayableOutput used by this operation. + The new reference object value. + + + + Sets the source playable's output connection index. For playables with multiple outputs, this determines which sub-branch of the source playable generates this output. + + The PlayableOutput used by this operation. + The new output port value. + + + + Sets which playable that computes the output and which sub-tree index. + + The PlayableOutput used by this operation. + The new source Playable. + The new output port value. + + + + Sets which playable that computes the output. + + The PlayableOutput used by this operation. + The new source Playable. + + + + Sets the opaque user data. This same data is passed as the last argument to ProcessFrame. + + The PlayableOutput used by this operation. + The new user data. + + + + Sets the weight of the connection from the PlayableOutput to the source playable. + + The PlayableOutput used by this operation. + The new weight. + + + + Traversal mode for Playables. + + + + + Causes the Playable to prepare and process it's inputs when demanded by an output. + + + + + Causes the Playable to act as a passthrough for PrepareFrame and ProcessFrame. If the PlayableOutput being processed is connected to the n-th input port of the Playable, the Playable only propagates the n-th output port. Use this enum value in conjunction with PlayableOutput SetSourceOutputPort. + + + + + Status of a Playable. + + + + + The Playable has been delayed, using PlayableExtensions.SetDelay. It will not start until the delay is entirely consumed. + + + + + The Playable has been paused. Its local time will not advance. + + + + + The Playable is currently Playing. + + + + + A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback. + + + + + A PlayableBinding that contains information representing a ScriptingPlayableOutput. + + + + + Creates a PlayableBinding that contains information representing a ScriptPlayableOutput. + + A reference to a UnityEngine.Object that acts as a key for this binding. + The type of object that will be bound to the ScriptPlayableOutput. + The name of the ScriptPlayableOutput. + + Returns a PlayableBinding that contains information that is used to create a ScriptPlayableOutput. + + + + + A IPlayableOutput implementation that contains a script output for the a PlayableGraph. + + + + + Creates a new ScriptPlayableOutput in the associated PlayableGraph. + + The PlayableGraph that will contain the ScriptPlayableOutput. + The name of this ScriptPlayableOutput. + + The created ScriptPlayableOutput. + + + + + Returns an invalid ScriptPlayableOutput. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A 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that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Native engine system updated by the Player loop. + + + + + A native engine system that the native player loop updates. + + + + + Native engine system updated by the Player loop. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Update phase in the native player loop that waits for the operating system (OS) to flip the back buffer to the display and update the time in the engine. + + + + + Waits for the operating system (OS) to flip the back buffer to the display and update the time in the engine. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + PlayerPrefs is a class that stores Player preferences between game sessions. It can store string, float and integer values into the user’s platform registry. + + + + + Removes all keys and values from the preferences. Use with caution. + + + + + Removes the given key from the PlayerPrefs. If the key does not exist, DeleteKey has no impact. + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns true if the given key exists in PlayerPrefs, otherwise returns false. + + + + + + Writes all modified preferences to disk. + + + + + Sets the float value of the preference identified by the given key. You can use PlayerPrefs.GetFloat to retrieve this value. + + + + + + + Sets a single integer value for the preference identified by the given key. You can use PlayerPrefs.GetInt to retrieve this value. + + + + + + + Sets a single string value for the preference identified by the given key. You can use PlayerPrefs.GetString to retrieve this value. + + + + + + + An exception thrown by the PlayerPrefs class in a web player build. + + + + + A Collection such as List, HashSet, Dictionary etc can be pooled and reused by using a CollectionPool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A version of Pool.CollectionPool_2 for Dictionaries. + + + + + Provides a static implementation of Pool.ObjectPool_1. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A version of Pool.CollectionPool_2 for HashSets. + + + + + Interface for ObjectPools. + + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + The total amount of items currently in the pool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A linked list version of Pool.IObjectPool_1. + + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Number of objects that are currently available in the pool. + + + + + Creates a new LinkedPool instance. + + Used to create a new instance when the pool is empty. In most cases this will just be `() = new T()`. + Called when the instance is taken from the pool. + Called when the instance is returned to the pool. This can be used to clean up or disable the instance. + Called when the element could not be returned to the pool due to the pool reaching the maximum size. + Collection checks are performed when an instance is returned back to the pool. An exception will be thrown if the instance is already in the pool. Collection checks are only performed in the Editor. + The maximum size of the pool. When the pool reaches the max size then any further instances returned to the pool will be destroyed and garbage-collected. This can be used to prevent the pool growing to a very large size. + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A version of Pool.CollectionPool_2 for Lists. + + + + + A stack based Pool.IObjectPool_1. + + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Number of objects that have been created by the pool but are currently in use and have not yet been returned. + + + + + The total number of active and inactive objects. + + + + + Number of objects that are currently available in the pool. + + + + + Creates a new ObjectPool instance. + + Used to create a new instance when the pool is empty. In most cases this will just be () => new T(). + Called when the instance is taken from the pool. + Called when the instance is returned to the pool. This can be used to clean up or disable the instance. + Called when the element could not be returned to the pool due to the pool reaching the maximum size. + Collection checks are performed when an instance is returned back to the pool. An exception will be thrown if the instance is already in the pool. Collection checks are only performed in the Editor. + The default capacity the stack will be created with. + The maximum size of the pool. When the pool reaches the max size then any further instances returned to the pool will be ignored and can be garbage collected. This can be used to prevent the pool growing to a very large size. + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + Provides a static implementation of Pool.ObjectPool_1. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + Representation of a Position, and a Rotation in 3D Space + + + + + Returns the forward vector of the pose. + + + + + Shorthand for pose which represents zero position, and an identity rotation. + + + + + The position component of the pose. + + + + + Returns the right vector of the pose. + + + + + The rotation component of the pose. + + + + + Returns the up vector of the pose. + + + + + Creates a new pose with the given vector, and quaternion values. + + + + + Transforms the current pose into the local space of the provided pose. + + + + + + Transforms the current pose into the local space of the provided pose. + + + + + + Returns true if two poses are equal. + + + + + + + Returns true if two poses are not equal. + + + + + + + Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode. + + + + + The various primitives that can be created using the GameObject.CreatePrimitive function. + + + + + A capsule primitive. + + + + + A cube primitive. + + + + + A cylinder primitive. + + + + + A plane primitive. + + + + + A quad primitive. + + + + + A sphere primitive. + + + + + Custom CPU Profiler label used for profiling arbitrary code blocks. + + + + + Begin profiling a piece of code with a custom label defined by this instance of CustomSampler. + + + + + + Begin profiling a piece of code with a custom label defined by this instance of CustomSampler. + + + + + + Creates a new CustomSampler for profiling parts of your code. + + Name of the Sampler. + Specifies whether this Sampler records GPU timings. If you want the Sampler to record GPU timings, set this to true. + + CustomSampler object or null if a built-in Sampler with the same name exists. + + + + + Creates a new CustomSampler for profiling parts of your code. + + Name of the Sampler. + Specifies whether this Sampler records GPU timings. If you want the Sampler to record GPU timings, set this to true. + + CustomSampler object or null if a built-in Sampler with the same name exists. + + + + + End profiling a piece of code with a custom label. + + + + + A raw data representation of a screenshot. + + + + + Height of the image. + + + + + The format in which the image was captured. + + + + + A non-owning reference to the image data. + + + + + Width of the image. + + + + + Flags that specify which fields to capture in a snapshot. + + + + + Corresponds to the ManagedHeapSections, ManagedStacks, Connections, TypeDescriptions fields in a Memory Snapshot. + + + + + Corresponds to the NativeAllocations, NativeMemoryRegions, NativeRootReferences, and NativeMemoryLabels fields in a Memory Snapshot. + + + + + Corresponds to the NativeAllocationSite field in a Memory Snapshot. + + + + + Corresponds to the NativeObject and NativeType fields in a Memory Snapshot. + + + + + Corresponds to the NativeCallstackSymbol field in a Memory Snapshot. + + + + + Memory profiling API container class. + + + + + A metadata event that collection methods can subscribe to. + + + + + + Triggers a memory snapshot capture. + + Destination path for the memory snapshot file. + Event that is fired once the memory snapshot has finished the process of capturing data. + Flag mask defining the content of the memory snapshot. + Event that you can specify to retrieve a screengrab after the snapshot has finished. + + + + Triggers a memory snapshot capture. + + Destination path for the memory snapshot file. + Event that is fired once the memory snapshot has finished the process of capturing data. + Flag mask defining the content of the memory snapshot. + Event that you can specify to retrieve a screengrab after the snapshot has finished. + + + + Triggers a memory snapshot capture to the Application.temporaryCachePath folder. + + Event that is fired once the memory snapshot has finished the process of capturing data. + Flag mask defining the content of the memory snapshot. + + + + Container for memory snapshot meta data. + + + + + User defined meta data. + + + + + Memory snapshot meta data containing platform information. + + + + + Controls the from script. + + + + + The number of ProfilerArea|Profiler Areas that you can profile. + + + + + Enables the recording of callstacks for managed allocations. + + + + + Enables the logging of profiling data to a file. + + + + + Enables the Profiler. + + + + + Specifies the file to use when writing profiling data. + + + + + Resize the profiler sample buffers to allow the desired amount of samples per thread. + + + + + Sets the maximum amount of memory that Profiler uses for buffering data. This property is expressed in bytes. + + + + + Heap size used by the program. + + + Size of the used heap in bytes, (or 0 if the profiler is disabled). + + + + + Returns the number of bytes that Unity has allocated. This does not include bytes allocated by external libraries or drivers. + + + Size of the memory allocated by Unity (or 0 if the profiler is disabled). + + + + + Displays the recorded profile data in the profiler. + + The name of the file containing the frame data, including extension. + + + + Begin profiling a piece of code with a custom label. + + A string to identify the sample in the Profiler window. + An object that provides context to the sample,. + + + + Begin profiling a piece of code with a custom label. + + A string to identify the sample in the Profiler window. + An object that provides context to the sample,. + + + + Enables profiling on the thread from which you call this method. + + The name of the thread group to which the thread belongs. + The name of the thread. + + + + Write metadata associated with the current frame to the Profiler stream. + + Module identifier. Used to distinguish metadata streams between different plugins, packages or modules. + Data stream index. + Binary data. + + + + Write metadata associated with the current frame to the Profiler stream. + + Module identifier. Used to distinguish metadata streams between different plugins, packages or modules. + Data stream index. + Binary data. + + + + Write metadata associated with the current frame to the Profiler stream. + + Module identifier. Used to distinguish metadata streams between different plugins, packages or modules. + Data stream index. + Binary data. + + + + Write metadata associated with the whole Profiler session capture. + + Unique identifier associated with the data. + Data stream index. + Binary data. + + + + Write metadata associated with the whole Profiler session capture. + + Unique identifier associated with the data. + Data stream index. + Binary data. + + + + Write metadata associated with the whole Profiler session capture. + + Unique identifier associated with the data. + Data stream index. + Binary data. + + + + Ends the current profiling sample. + + + + + Frees the internal resources used by the Profiler for the thread. + + + + + Returns all ProfilerCategory registered in Profiler. + + + + + + Returns all ProfilerCategory registered in Profiler. + + + + + + Returns the amount of allocated memory for the graphics driver, in bytes. + +Only available in development players and editor. + + + + + Returns whether or not a given ProfilerArea is currently enabled. + + Which area you want to check the state of. + + Returns whether or not a given ProfilerArea is currently enabled. + + + + + Returns number of ProfilerCategory registered in Profiler. + + + Returns number of ProfilerCategory registered in Profiler. + + + + + Returns the size of the mono heap. + + + + + Returns the size of the reserved space for managed-memory. + + + The size of the managed heap. + + + + + Returns the used size from mono. + + + + + Gets the allocated managed memory for live objects and non-collected objects. + + + Returns a long integer value of the memory in use. + + + + + Returns the runtime memory usage of the resource. + + + + + + Gathers the native-memory used by a Unity object. + + The target Unity object. + + The amount of native-memory used by a Unity object. This returns 0 if the Profiler is not available. + + + + + Returns the size of the temp allocator. + + + Size in bytes. + + + + + Returns the amount of allocated and used system memory. + + + + + The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system; this includes double the required memory for textures becuase Unity keeps a copy of each texture on both the CPU and GPU. This function returns the amount of used memory in those pools. + + + The amount of memory allocated by Unity. This returns 0 if the Profiler is not available. + + + + + Returns heap memory fragmentation information. + + An array to receive the count of free blocks grouped by power of two sizes. Given a small array, Unity counts the larger free blocks together in the final array element. + + Returns the total number of free blocks in the dynamic heap. + + + + + Returns the amount of reserved system memory. + + + + + The total memory Unity has reserved. + + + Memory reserved by Unity in bytes. This returns 0 if the Profiler is not available. + + + + + Returns the amount of reserved but not used system memory. + + + + + Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools. + + + The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available. + + + + + Returns whether or not a given ProfilerCategory is currently enabled. + + Which category you want to check the state of. + + Returns whether or not a given ProfilerCategory is currently enabled. + + + + + Enable or disable a given ProfilerArea. + + The area you want to enable or disable. + Enable or disable the collection of data for this area. + + + + Enable or disable a given ProfilerCategory. + + The category you want to enable or disable. + Enable or disable the collection of data for this category. + + + + Sets the size of the temp allocator. + + Size in bytes. + + Returns true if requested size was successfully set. Will return false if value is disallowed (too small). + + + + + The different areas of profiling, corresponding to the charts in ProfilerWindow. + + + + + Audio statistics. + + + + + CPU statistics. + + + + + Global Illumination statistics. + + + + + GPU statistics. + + + + + Memory statistics. + + + + + Network messages statistics. + + + + + Network operations statistics. + + + + + 3D Physics statistics. + + + + + 2D physics statistics. + + + + + Rendering statistics. + + + + + UI statistics. + + + + + Detailed UI statistics. + + + + + Video playback statistics. + + + + + Virtual Texturing statistics. + + + + + Records profiling data produced by a specific Sampler. + + + + + Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only) + + + + + Enables recording. + + + + + Gets the accumulated GPU time, in nanoseconds, for a frame. The Recorder has a three frame delay so this gives the timings for the frame that was three frames before the one that you access this property on. (Read Only). + + + + + Gets the number of Begin/End time pairs that the GPU executed during a frame. The Recorder has a three frame delay so this gives the timings for the frame that was three frames before the one that you access this property on. (Read Only). + + + + + Returns true if Recorder is valid and can collect data. (Read Only) + + + + + Number of time Begin/End pairs was called during the previous frame. (Read Only) + + + + + Configures the recorder to collect samples from all threads. + + + + + Configures the recorder to only collect data from the current thread. + + + + + Use this function to get a Recorder for the specific Profiler label. + + Sampler name. + + Recorder object for the specified Sampler. + + + + + Provides control over a CPU Profiler label. + + + + + Returns true if Sampler is valid. (Read Only) + + + + + Sampler name. (Read Only) + + + + + Returns Sampler object for the specific CPU Profiler label. + + Profiler Sampler name. + + Sampler object which represents specific profiler label. + + + + + Returns number and names of all registered Profiler labels. + + Preallocated list the Sampler names are written to. Or null if you want to get number of Samplers only. + + Number of active Samplers. + + + + + Returns Recorder associated with the Sampler. + + + Recorder object associated with the Sampler. + + + + + A script interface for a. + + + + + The aspect ratio of the projection. + + + + + The far clipping plane distance. + + + + + The field of view of the projection in degrees. + + + + + Which object layers are ignored by the projector. + + + + + The material that will be projected onto every object. + + + + + The near clipping plane distance. + + + + + Is the projection orthographic (true) or perspective (false)? + + + + + Projection's half-size when in orthographic mode. + + + + + Base class to derive custom property attributes from. Use this to create custom attributes for script variables. + + + + + Optional field to specify the order that multiple DecorationDrawers should be drawn in. + + + + + Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames. + +Internally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison. + +PropertyName is serializable. + +ToString() is only implemented for debugging purposes in the editor it returns "theName:3737" in the player it returns "Unknown:3737". + + + + + Initializes the PropertyName using a string. + + + + + + Determines whether this instance and a specified object, which must also be a PropertyName object, have the same value. + + + + + + Returns the hash code for this PropertyName. + + + + + Converts the string passed into a PropertyName. See Also: PropertyName.ctor(System.String). + + + + + + Indicates whether the specified PropertyName is an Empty string. + + + + + + Determines whether two specified PropertyName have the same string value. Because two PropertyNames initialized with the same string value always have the same name index, we can simply perform a comparison of two ints to find out if the string value equals. + + + + + + + Determines whether two specified PropertyName have a different string value. + + + + + + + For debugging purposes only. Returns the string value representing the string in the Editor. +Returns "UnityEngine.PropertyName" in the player. + + + + + Script interface for. + + + + + Active color space (Read Only). + + + + + Global anisotropic filtering mode. + + + + + Choose the level of Multi-Sample Anti-aliasing (MSAA) that the GPU performs. + + + + + Asynchronous texture and mesh data upload provides timesliced async texture and mesh data upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture and mesh data, Unity re-uses a ringbuffer whose size can be controlled. + +Use asyncUploadBufferSize to set the buffer size for asynchronous texture and mesh data uploads. The minimum value is 2 megabytes and the maximum value is 2047 megabytes. The buffer resizes automatically to fit the largest texture currently loading. To avoid a buffer resize (which can use extra system resources) set this value to the size of the largest texture in the Scene. If you have issues with excessive memory usage, you may need to reduce the value of this buffer or disable asyncUploadPersistentBuffer. Memory fragmentation can occur if you choose the latter option. + + + + + This flag controls if the async upload pipeline's ring buffer remains allocated when there are no active loading operations. +Set this to true, to make the ring buffer allocation persist after all upload operations have completed. +If you have issues with excessive memory usage, you can set this to false. This means you reduce the runtime memory footprint, but memory fragmentation can occur. +The default value is true. + + + + + Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. + +Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per +frame. Minimum value is 1 and maximum is 33. + + + + + If enabled, billboards will face towards camera position rather than camera orientation. + + + + + Desired color space (Read Only). + + + + + Global multiplier for the LOD's switching distance. + + + + + A texture size limit applied to most textures. Indicates how many mipmaps should be dropped. The default value is zero. + + + + + A maximum LOD level. All LOD groups. + + + + + Maximum number of frames queued up by graphics driver. + + + + + The indexed list of available Quality Settings. + + + + + Budget for how many ray casts can be performed per frame for approximate collision testing. + + + + + The maximum number of pixel lights that should affect any object. + + + + + Enables real-time reflection probes. + + + + + The RenderPipelineAsset that defines the override render pipeline for the current quality level. + + + + + In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting. + + + + + The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. + + + + + The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. + + + + + Number of cascades to use for directional light shadows. + + + + + Shadow drawing distance. + + + + + The rendering mode of Shadowmask. + + + + + Offset shadow frustum near plane. + + + + + Directional light shadow projection. + + + + + The default resolution of the shadow maps. + + + + + Real-time Shadows type to be used. + + + + + The maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project. + + + + + Should soft blending be used for particles? + + + + + Use a two-pass shader for the vegetation in the terrain engine. + + + + + Enable automatic streaming of texture mipmap levels based on their distance from all active cameras. + + + + + Process all enabled Cameras for texture streaming (rather than just those with StreamingController components). + + + + + The maximum number of active texture file IO requests from the texture streaming system. + + + + + The maximum number of mipmap levels to discard for each texture. + + + + + The total amount of memory (in megabytes) to be used by streaming and non-streaming textures. + + + + + The number of renderer instances that are processed each frame when calculating which texture mipmap levels should be streamed. + + + + + The number of vertical syncs that should pass between each frame. + + + + + Decrease the current quality level. + + Should expensive changes be applied (Anti-aliasing etc). + + + + [Editor Only]Fills the given list with all the Render Pipeline Assets on any Quality Level for the given platform. Without filtering by Render Pipeline Asset type or null. + + The platform to obtain the Render Pipeline Assets. + The list that will be filled with the unfiltered Render Pipeline Assets. There might be null Render Pipeline Assets. + + + + Returns the current graphics quality level. + + + + + Provides a reference to the QualitySettings object. + + + Returns the QualitySettings object. + + + + + Provides a reference to the RenderPipelineAsset that defines the override render pipeline for a given quality level. + + Index of the quality level. + + Returns null if the quality level does not exist, or if no asset is assigned to that quality level. Otherwise, returns the RenderPipelineAsset that defines the override render pipeline for the quality level. + + + + + Increase the current quality level. + + Should expensive changes be applied (Anti-aliasing etc). + + + + Sets the QualitySettings.lodBias|lodBias and QualitySettings.maximumLODLevel|maximumLODLevel at the same time. + + Global multiplier for the LOD's switching distance. + A maximum LOD level. All LOD groups. + If true, marks all views as dirty. + + + + Sets a new graphics quality level. + + Quality index to set. + Should expensive changes be applied (Anti-aliasing etc). + + + + Quaternions are used to represent rotations. + + + + + Returns or sets the euler angle representation of the rotation. + + + + + The identity rotation (Read Only). + + + + + Returns this quaternion with a magnitude of 1 (Read Only). + + + + + W component of the Quaternion. Do not directly modify quaternions. + + + + + X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Returns the angle in degrees between two rotations a and b. + + + + + + + Creates a rotation which rotates angle degrees around axis. + + + + + + + Constructs new Quaternion with given x,y,z,w components. + + + + + + + + + The dot product between two rotations. + + + + + + + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis; applied in that order. + + + + + + + + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis. + + + + + + Creates a rotation which rotates from fromDirection to toDirection. + + + + + + + Returns the Inverse of rotation. + + + + + + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. + + Start value, returned when t = 0. + End value, returned when t = 1. + Interpolation ratio. + + A quaternion interpolated between quaternions a and b. + + + + + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. + + + + + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Converts this quaternion to one with the same orientation but with a magnitude of 1. + + + + + + Are two quaternions equal to each other? + + + + + + + Combines rotations lhs and rhs. + + Left-hand side quaternion. + Right-hand side quaternion. + + + + Rotates the point point with rotation. + + + + + + + Rotates a rotation from towards to. + + + + + + + + Set x, y, z and w components of an existing Quaternion. + + + + + + + + + Creates a rotation which rotates from fromDirection to toDirection. + + + + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Spherically interpolates between quaternions a and b by ratio t. The parameter t is clamped to the range [0, 1]. + + Start value, returned when t = 0. + End value, returned when t = 1. + Interpolation ratio. + + A quaternion spherically interpolated between quaternions a and b. + + + + + Spherically interpolates between a and b by t. The parameter t is not clamped. + + + + + + + + Access the x, y, z, w components using [0], [1], [2], [3] respectively. + + + + + Converts a rotation to angle-axis representation (angles in degrees). + + + + + + + Returns a formatted string for this quaternion. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this quaternion. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this quaternion. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Easily generate random data for games. + + + + + Returns a random point inside or on a circle with radius 1.0 (Read Only). + + + + + Returns a random point inside or on a sphere with radius 1.0 (Read Only). + + + + + Returns a random point on the surface of a sphere with radius 1.0 (Read Only). + + + + + Returns a random rotation (Read Only). + + + + + Returns a random rotation with uniform distribution (Read Only). + + + + + Gets or sets the full internal state of the random number generator. + + + + + Returns a random float within [0.0..1.0] (range is inclusive) (Read Only). + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Initializes the random number generator state with a seed. + + Seed used to initialize the random number generator. + + + + Returns a random float within [minInclusive..maxInclusive] (range is inclusive). + + + + + + + Return a random int within [minInclusive..maxExclusive) (Read Only). + + + + + + + Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific range. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific range. + + The minimum allowed value. + The maximum allowed value. + + + + Describes an integer range. + + + + + The end index of the range (not inclusive). + + + + + The length of the range. + + + + + The starting index of the range, where 0 is the first position, 1 is the second, 2 is the third, and so on. + + + + + Constructs a new RangeInt with given start, length values. + + The starting index of the range. + The length of the range. + + + + Representation of rays. + + + + + The direction of the ray. + + + + + The origin point of the ray. + + + + + Creates a ray starting at origin along direction. + + + + + + + Returns a point at distance units along the ray. + + + + + + Returns a formatted string for this ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + A ray in 2D space. + + + + + The direction of the ray in world space. + + + + + The starting point of the ray in world space. + + + + + Creates a 2D ray starting at origin along direction. + + Origin. + Direction. + + + + + + Get a point that lies a given distance along a ray. + + Distance of the desired point along the path of the ray. + + + + Returns a formatted string for this 2D ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this 2D ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this 2D ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + This property only takes effect if you enable a global illumination setting such as for the GameObject associated with the target Mesh Renderer. Otherwise this property defaults to the Light Probes setting. + + + + + Makes the GameObject use lightmaps to receive Global Illumination. + + + + + The object will have the option to use Light Probes to receive Global Illumination. See Rendering.LightProbeUsage. + + + + + A 2D Rectangle defined by X and Y position, width and height. + + + + + The position of the center of the rectangle. + + + + + The height of the rectangle, measured from the Y position. + + + + + The position of the maximum corner of the rectangle. + + + + + The position of the minimum corner of the rectangle. + + + + + The X and Y position of the rectangle. + + + + + The width and height of the rectangle. + + + + + The width of the rectangle, measured from the X position. + + + + + The X coordinate of the rectangle. + + + + + The maximum X coordinate of the rectangle. + + + + + The minimum X coordinate of the rectangle. + + + + + The Y coordinate of the rectangle. + + + + + The maximum Y coordinate of the rectangle. + + + + + The minimum Y coordinate of the rectangle. + + + + + Shorthand for writing new Rect(0,0,0,0). + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Creates a new rectangle. + + The X value the rect is measured from. + The Y value the rect is measured from. + The width of the rectangle. + The height of the rectangle. + + + + + + + + + + Creates a rectangle given a size and position. + + The position of the minimum corner of the rect. + The width and height of the rect. + + + + Creates a rectangle from min/max coordinate values. + + The minimum X coordinate. + The minimum Y coordinate. + The maximum X coordinate. + The maximum Y coordinate. + + A rectangle matching the specified coordinates. + + + + + Returns a point inside a rectangle, given normalized coordinates. + + Rectangle to get a point inside. + Normalized coordinates to get a point for. + + + + Returns true if the rectangles are the same. + + + + + + + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Other rectangle to test overlapping with. + Does the test allow the widths and heights of the Rects to be negative? + + + + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Other rectangle to test overlapping with. + Does the test allow the widths and heights of the Rects to be negative? + + + + Returns the normalized coordinates cooresponding the the point. + + Rectangle to get normalized coordinates inside. + A point inside the rectangle to get normalized coordinates for. + + + + Set components of an existing Rect. + + + + + + + + + Returns a formatted string for this Rect. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this Rect. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this Rect. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + A 2D Rectangle defined by x, y, width, height with integers. + + + + + A RectInt.PositionCollection that contains all positions within the RectInt. + + + + + Center coordinate of the rectangle. + + + + + Height of the rectangle. + + + + + The upper right corner of the rectangle; which is the maximal position of the rectangle along the x- and y-axes, when it is aligned to both axes. + + + + + The lower left corner of the rectangle; which is the minimal position of the rectangle along the x- and y-axes, when it is aligned to both axes. + + + + + Returns the position (x, y) of the RectInt. + + + + + Returns the width and height of the RectInt. + + + + + Width of the rectangle. + + + + + Left coordinate of the rectangle. + + + + + Shows the maximum X value of the RectInt. + + + + + Shows the minimum X value of the RectInt. + + + + + Top coordinate of the rectangle. + + + + + Shows the maximum Y value of the RectInt. + + + + + Show the minimum Y value of the RectInt. + + + + + Clamps the position and size of the RectInt to the given bounds. + + Bounds to clamp the RectInt. + + + + Returns true if the given position is within the RectInt. + + Position to check. + + Whether the position is within the RectInt. + + + + + Returns true if the given RectInt is equal to this RectInt. + + + + + + RectInts overlap if each RectInt Contains a shared point. + + Other rectangle to test overlapping with. + + True if the other rectangle overlaps this one. + + + + + An iterator that allows you to iterate over all positions within the RectInt. + + + + + Current position of the enumerator. + + + + + Returns this as an iterator that allows you to iterate over all positions within the RectInt. + + + This RectInt.PositionEnumerator. + + + + + Moves the enumerator to the next position. + + + Whether the enumerator has successfully moved to the next position. + + + + + Resets this enumerator to its starting state. + + + + + Sets the bounds to the min and max value of the rect. + + + + + + + Returns the x, y, width and height of the RectInt. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns the x, y, width and height of the RectInt. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns the x, y, width and height of the RectInt. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Offsets for rectangles, borders, etc. + + + + + Bottom edge size. + + + + + Shortcut for left + right. (Read Only) + + + + + Left edge size. + + + + + Right edge size. + + + + + Top edge size. + + + + + Shortcut for top + bottom. (Read Only) + + + + + Add the border offsets to a rect. + + + + + + Creates a new rectangle with offsets. + + + + + + + + + Creates a new rectangle with offsets. + + + + + + + + + Remove the border offsets from a rect. + + + + + + Returns a formatted string for this RectOffset. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this RectOffset. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this RectOffset. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Position, size, anchor and pivot information for a rectangle. + + + + + The position of the pivot of this RectTransform relative to the anchor reference point. + + + + + The 3D position of the pivot of this RectTransform relative to the anchor reference point. + + + + + The normalized position in the parent RectTransform that the upper right corner is anchored to. + + + + + The normalized position in the parent RectTransform that the lower left corner is anchored to. + + + + + The object that is driving the values of this RectTransform. Value is null if not driven. + + + + + The offset of the upper right corner of the rectangle relative to the upper right anchor. + + + + + The offset of the lower left corner of the rectangle relative to the lower left anchor. + + + + + The normalized position in this RectTransform that it rotates around. + + + + + Event that is invoked for RectTransforms that need to have their driven properties reapplied. + + + + + + The calculated rectangle in the local space of the Transform. + + + + + The size of this RectTransform relative to the distances between the anchors. + + + + + An axis that can be horizontal or vertical. + + + + + Horizontal. + + + + + Vertical. + + + + + Enum used to specify one edge of a rectangle. + + + + + The bottom edge. + + + + + The left edge. + + + + + The right edge. + + + + + The top edge. + + + + + Force the recalculation of RectTransforms internal data. + + + + + Get the corners of the calculated rectangle in the local space of its Transform. + + The array that corners are filled into. + + + + Get the corners of the calculated rectangle in world space. + + The array that corners are filled into. + + + + Delegate used for the reapplyDrivenProperties event. + + + + + + Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size. + + The edge of the parent rectangle to inset from. + The inset distance. + The size of the rectangle along the same direction of the inset. + + + + Makes the RectTransform calculated rect be a given size on the specified axis. + + The axis to specify the size along. + The desired size along the specified axis. + + + + The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections. + + + + + The color with which the texture of reflection probe will be cleared. + + + + + Reference to the baked texture of the reflection probe's surrounding. + + + + + Distance around probe used for blending (used in deferred probes). + + + + + The bounding volume of the reflection probe (Read Only). + + + + + Should this reflection probe use box projection? + + + + + The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. + + + + + How the reflection probe clears the background. + + + + + This is used to render parts of the reflecion probe's surrounding selectively. + + + + + Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. + + + + + Adds a delegate to get notifications when the default specular Cubemap is changed. + + + + + + Adds a delegate to get notifications when the default specular Cubemap is changed. + + + + + + The surface texture of the default reflection probe that captures the environment contribution. Read only. + + + + + HDR decode values of the default reflection probe texture. + + + + + The far clipping plane distance when rendering the probe. + + + + + Should this reflection probe use HDR rendering? + + + + + Reflection probe importance. + + + + + The intensity modifier that is applied to the texture of reflection probe in the shader. + + + + + Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? + + + + + The near clipping plane distance when rendering the probe. + + + + + Reference to the real-time texture of the reflection probe's surroundings. Use this to assign a RenderTexture to use for real-time reflection. + + + + + Adds a delegate to get notifications when a Reflection Probe is added to a Scene or removed from a Scene. + + + + + + Sets the way the probe will refresh. + +See Also: ReflectionProbeRefreshMode. + + + + + Specifies whether Unity should render non-static GameObjects into the Reflection Probe. If you set this to true, Unity renders non-static GameObjects into the Reflection Probe. If you set this to false, Unity does not render non-static GameObjects into the Reflection Probe. Unity only takes this property into account if the Reflection Probe's Type is Custom. + + + + + Resolution of the underlying reflection texture in pixels. + + + + + Shadow drawing distance when rendering the probe. + + + + + The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. + + + + + Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). + + + + + HDR decode values of the reflection probe texture. + + + + + Sets this probe time-slicing mode + +See Also: ReflectionProbeTimeSlicingMode. + + + + + Utility method to blend 2 cubemaps into a target render texture. + + Cubemap to blend from. + Cubemap to blend to. + Blend weight. + RenderTexture which will hold the result of the blend. + + Returns trues if cubemaps were blended, false otherwise. + + + + + Checks if a probe has finished a time-sliced render. + + An integer representing the RenderID as returned by the RenderProbe method. + + + True if the render has finished, false otherwise. + + See Also: timeSlicingMode + + + + + + Types of events that occur when ReflectionProbe components are used in a Scene. + + + + + An event that occurs when a Reflection Probe component is added to a Scene or enabled in a Scene. + + + + + An event that occurs when a Reflection Probe component is unloaded from a Scene or disabled in a Scene. + + + + + Refreshes the probe's cubemap. + + Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture. + + + An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode. + + See Also: IsFinishedRendering + See Also: timeSlicingMode + + + + + + Revert all ReflectionProbe parameters to default. + + + + + Updates the culling system with the ReflectionProbe's current state. This ensures that Unity correctly culls the ReflectionProbe during rendering if you implement your own runtime reflection system. + + + + + Represents the display refresh rate. This is how many frames the display can show per second. + + + + + Denominator of the refresh rate fraction. + + + + + Numerator of the refresh rate fraction. + + + + + The numerical value of the refresh rate in hertz. + + + + + Color or depth buffer part of a RenderTexture. + + + + + Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS. + + + + + General functionality for all renderers. + + + + + Controls if dynamic occlusion culling should be performed for this renderer. + + + + + The bounding box of the renderer in world space. + + + + + Makes the rendered 3D object visible if enabled. + + + + + Allows turning off rendering for a specific component. + + + + + Indicates whether the renderer is part of a with other renderers. + + + + + Is this renderer visible in any camera? (Read Only) + + + + + The index of the baked lightmap applied to this renderer. + + + + + The UV scale & offset used for a lightmap. + + + + + If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. + + + + + The light probe interpolation type. + + + + + The bounding box of the renderer in local space. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + Returns the first instantiated Material assigned to the renderer. + + + + + Returns all the instantiated materials of this object. + + + + + Specifies the mode for motion vector rendering. + + + + + Specifies whether this renderer has a per-object motion vector pass. + + + + + If set, Renderer will use this Transform's position to find the light or reflection probe. + + + + + Describes how this renderer is updated for ray tracing. + + + + + The index of the real-time lightmap applied to this renderer. + + + + + The UV scale & offset used for a real-time lightmap. + + + + + Does this object receive shadows? + + + + + Should reflection probes be used for this Renderer? + + + + + This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last. + + + + + Determines which rendering layer this renderer lives on. + + + + + Does this object cast shadows? + + + + + The shared material of this object. + + + + + All the shared materials of this object. + + + + + Unique ID of the Renderer's sorting layer. + + + + + Name of the Renderer's sorting layer. + + + + + Renderer's order within a sorting layer. + + + + + Is this renderer a static shadow caster? + + + + + Should light probes be used for this Renderer? + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. + + + + + + Returns all the instantiated materials of this object. + + A list of materials to populate. + + + + Get per-Renderer or per-Material property block. + + Material parameters to retrieve. + The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1. + + + + Get per-Renderer or per-Material property block. + + Material parameters to retrieve. + The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1. + + + + Returns all the shared materials of this object. + + A list of materials to populate. + + + + Returns true if the Renderer has a material property block attached via SetPropertyBlock. + + + + + Reset custom world space bounds. + + + + + Reset custom local space bounds. + + + + + Lets you set or clear per-renderer or per-material parameter overrides. + + Property block with values you want to override. + The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1. + + + + Lets you set or clear per-renderer or per-material parameter overrides. + + Property block with values you want to override. + The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1. + + + + Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System. + + + + + Schedules an update of the albedo and emissive Textures of a system that contains the Renderer. + + + + + + Ambient lighting mode. + + + + + Ambient lighting is defined by a custom cubemap. + + + + + Flat ambient lighting. + + + + + Skybox-based or custom ambient lighting. + + + + + Trilight ambient lighting. + + + + + Allows the asynchronous read back of GPU resources. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Waits until the completion of every request. + + + + + Represents an asynchronous request for a GPU resource. + + + + + When reading data from a ComputeBuffer, depth is 1, otherwise, the property takes the value of the requested depth from the texture. + + + + + Checks whether the request has been processed. + + + + + This property is true if the request has encountered an error. + + + + + When reading data from a ComputeBuffer, height is 1, otherwise, the property takes the value of the requested height from the texture. + + + + + Number of layers in the current request. + + + + + The size in bytes of one layer of the readback data. + + + + + The width of the requested GPU data. + + + + + Fetches the data of a successful request. + + The index of the layer to retrieve. + + + + Triggers an update of the request. + + + + + Waits for completion of the request. + + + + + A declaration of a single color or depth rendering surface to be attached into a RenderPass. + + + + + The currently assigned clear color for this attachment. Default is black. + + + + + Currently assigned depth clear value for this attachment. Default value is 1.0. + + + + + Currently assigned stencil clear value for this attachment. Default is 0. + + + + + The format of this attachment. + + + + + The GraphicsFormat of this attachment. To use in place of format. + + + + + The load action to be used on this attachment when the RenderPass starts. + + + + + The surface to use as the backing storage for this AttachmentDescriptor. + + + + + When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. + + + + + The store action to use with this attachment when the RenderPass ends. Only used when either ConfigureTarget or ConfigureResolveTarget has been called. + + + + + When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear. + + Color clear value. Ignored on depth/stencil attachments. + Depth clear value. Ignored on color surfaces. + Stencil clear value. Ignored on color or depth-only surfaces. + + + + + + + When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. + + The target surface to receive the MSAA-resolved pixels. + + + + + Binds this AttachmentDescriptor to the given target surface. + + The surface to use as the backing storage for this AttachmentDescriptor. + Whether to read in the existing contents of the surface when the RenderPass starts. + Whether to store the rendering results of the attachment when the RenderPass ends. + + + + + Create a AttachmentDescriptor to be used with RenderPass. + + The format of this attachment. + + + + + Culling context for a batch. + + + + + Visibility information for the batch. + + + + + Culling matrix. + + + + + Planes to cull against. + + + + + See Also: LODParameters. + + + + + The near frustum plane for this culling context. + + + + + Array of visible indices for all the batches in the group. + + + + + Array of uints containing extra data for the visible indices for all the batches in the group. Elements in this array correspond to elements in Rendering.BatchCullingContext.visibleIndices. + + + + + A group of batches. + + + + + Adds a new batch to the group. + + The Mesh to draw. + Specifies which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + to use. + Whether the meshes cast shadows. + Whether the meshes receive shadows. + Specify whether to invert the backface culling (true) or not (false). This flag can "flip" the culling mode of all rendered objects. Major use case: rendering reflections for mirrors, water etc. Since virtual camera for rendering the reflection is mirrored, the culling order has to be inverted. You can see how the Water script in Effects standard package does that. + Bounds to use. Should specify the combined bounds of all the instances. + The number of instances to draw. + Additional material properties to apply. See MaterialPropertyBlock. + The GameObject to select when you pick an object that the batch renders. + Additional culling mask usually used for scene based culling. See Also: EditorSceneManager.GetSceneCullingMask. + Rendering layer this batch will lives on. See Also: Renderer.renderingLayerMask. + + The batch's index in the BatchedRendererGroup. + + + + + Adds a new batch to the group. + + The Mesh to draw. + Specifies which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + to use. + Whether the meshes cast shadows. + Whether the meshes receive shadows. + Specify whether to invert the backface culling (true) or not (false). This flag can "flip" the culling mode of all rendered objects. Major use case: rendering reflections for mirrors, water etc. Since virtual camera for rendering the reflection is mirrored, the culling order has to be inverted. You can see how the Water script in Effects standard package does that. + Bounds to use. Should specify the combined bounds of all the instances. + The number of instances to draw. + Additional material properties to apply. See MaterialPropertyBlock. + The GameObject to select when you pick an object that the batch renders. + Additional culling mask usually used for scene based culling. See Also: EditorSceneManager.GetSceneCullingMask. + Rendering layer this batch will lives on. See Also: Renderer.renderingLayerMask. + + The batch's index in the BatchedRendererGroup. + + + + + Creates a new Rendering.BatchRendererGroup. + + The delegate to call for performing culling. +See Also: BatchRendererGroup.OnPerformCulling. + + + + Deletes a group. + + + + + Enables or disables Rendering.BatchCullingContext.visibleIndicesY. + + Pass true to enable the array, or false to disable it. + + + + Retrieves the matrices associated with one batch. + + Batch index. + + Matrices associated with the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable matrix properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable matrix properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced float properties for a given batch. + + Batch index. + Property name. + + An array of writable float properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced float properties for a given batch. + + Batch index. + Property name. + + An array of writable float properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced int properties for a given batch. + + Batch index. + Property name. + + An array of writable int properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced int properties for a given batch. + + Batch index. + Property name. + + An array of writable int properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced int vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex, arranged linearly as individual int elements. + + + + + Retrieves an array of instanced int vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex, arranged linearly as individual int elements. + + + + + Retrieves the number of batches added to the group. + + + Number of batches inside the group. + + + + + Culling callback function. + + Group to cull. + Culling context. + + + + Removes a batch from the group. + Note: For performance reasons, the removal is done via emplace_back() which will simply replace the removed batch index with the last index in the array and will decrement the size. + If you're holding your own array of batch indices, you'll have to either regenerate it or apply the same emplace_back() mechanism as RemoveBatch does. + + Batch index. + + + + Sets the bounding box of the batch. + + Batch index. + The new bounds for the batch specified by batchIndex. + + + + Sets flag bits that enable special behavior for this Hybrid Renderer V2 batch. + + Batch index. Must be a Hybrid Renderer V2 batch. + Flag bits to set for the batch. + + + + Sets all Hybrid Renderer DOTS instancing metadata for this batch, and marks it as a Hybrid Renderer V2 batch. + + Batch index. + One int for each DOTS instancing metadata constant buffer that describes how many metadata ints are in each of them. + Metadata ints for all DOTS instancing metadata constant buffers, laid out one after another. cbufferLengths describes which ints belong to which constant buffer. + + + + Updates a batch. + + Batch index. + New number of instances in the batch. + Additional material properties to apply. See MaterialPropertyBlock. + + + + Describes the visibility for a batch. + + + + + Input property specifying the total number of instances in the batch. (readonly). + + + + + Input property specifying the offset into the BatchCullingContext.visibleIndices where the batch's visibile indices start. (readonly). + + + + + Output property that has to be set to the number of visible instances in the batch after culling. + + + + + Blend mode for controlling the blending. + + + + + Blend factor is (Ad, Ad, Ad, Ad). + + + + + Blend factor is (Rd, Gd, Bd, Ad). + + + + + Blend factor is (1, 1, 1, 1). + + + + + Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad). + + + + + Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad). + + + + + Blend factor is (1 - As, 1 - As, 1 - As, 1 - As). + + + + + Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As). + + + + + Blend factor is (As, As, As, As). + + + + + Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad). + + + + + Blend factor is (Rs, Gs, Bs, As). + + + + + Blend factor is (0, 0, 0, 0). + + + + + Blend operation. + + + + + Add (s + d). + + + + + Color burn (Advanced OpenGL blending). + + + + + Color dodge (Advanced OpenGL blending). + + + + + Darken (Advanced OpenGL blending). + + + + + Difference (Advanced OpenGL blending). + + + + + Exclusion (Advanced OpenGL blending). + + + + + Hard light (Advanced OpenGL blending). + + + + + HSL color (Advanced OpenGL blending). + + + + + HSL Hue (Advanced OpenGL blending). + + + + + HSL luminosity (Advanced OpenGL blending). + + + + + HSL saturation (Advanced OpenGL blending). + + + + + Lighten (Advanced OpenGL blending). + + + + + Logical AND (s & d) (D3D11.1 only). + + + + + Logical inverted AND (!s & d) (D3D11.1 only). + + + + + Logical reverse AND (s & !d) (D3D11.1 only). + + + + + Logical Clear (0). + + + + + Logical Copy (s) (D3D11.1 only). + + + + + Logical inverted Copy (!s) (D3D11.1 only). + + + + + Logical Equivalence !(s XOR d) (D3D11.1 only). + + + + + Logical Inverse (!d) (D3D11.1 only). + + + + + Logical NAND !(s & d). D3D11.1 only. + + + + + Logical No-op (d) (D3D11.1 only). + + + + + Logical NOR !(s | d) (D3D11.1 only). + + + + + Logical OR (s | d) (D3D11.1 only). + + + + + Logical inverted OR (!s | d) (D3D11.1 only). + + + + + Logical reverse OR (s | !d) (D3D11.1 only). + + + + + Logical SET (1) (D3D11.1 only). + + + + + Logical XOR (s XOR d) (D3D11.1 only). + + + + + Max. + + + + + Min. + + + + + Multiply (Advanced OpenGL blending). + + + + + Overlay (Advanced OpenGL blending). + + + + + Reverse subtract. + + + + + Screen (Advanced OpenGL blending). + + + + + Soft light (Advanced OpenGL blending). + + + + + Subtract. + + + + + Values for the blend state. + + + + + Turns on alpha-to-coverage. + + + + + Blend state for render target 0. + + + + + Blend state for render target 1. + + + + + Blend state for render target 2. + + + + + Blend state for render target 3. + + + + + Blend state for render target 4. + + + + + Blend state for render target 5. + + + + + Blend state for render target 6. + + + + + Blend state for render target 7. + + + + + Default values for the blend state. + + + + + Determines whether each render target uses a separate blend state. + + + + + Creates a new blend state with the specified values. + + Determines whether each render target uses a separate blend state. + Turns on alpha-to-coverage. + + + + Built-in temporary render textures produced during camera's rendering. + + + + + The raw RenderBuffer pointer to be used. + + + + + Target texture of currently rendering camera. + + + + + Currently active render target. + + + + + Camera's depth texture. + + + + + Camera's depth+normals texture. + + + + + Deferred shading G-buffer #0 (typically diffuse color). + + + + + Deferred shading G-buffer #1 (typically specular + roughness). + + + + + Deferred shading G-buffer #2 (typically normals). + + + + + Deferred shading G-buffer #3 (typically emission/lighting). + + + + + Deferred shading G-buffer #4 (typically occlusion mask for static lights if any). + + + + + G-buffer #5 Available. + + + + + G-buffer #6 Available. + + + + + G-buffer #7 Available. + + + + + Motion Vectors generated when the camera has motion vectors enabled. + + + + + Deferred lighting light buffer. + + + + + Deferred lighting HDR specular light buffer (Xbox 360 only). + + + + + Deferred lighting (normals+specular) G-buffer. + + + + + A globally set property name. + + + + + Reflections gathered from default reflection and reflections probes. + + + + + The given RenderTexture. + + + + + Resolved depth buffer from deferred. + + + + + Defines set by editor when compiling shaders, based on the target platform and GraphicsTier. + + + + + SHADER_API_DESKTOP is set when compiling shader for "desktop" platforms. + + + + + SHADER_API_ES30 is set when the Graphics API is OpenGL ES 3 and the minimum supported OpenGL ES 3 version is OpenGL ES 3.0. + + + + + SHADER_API_MOBILE is set when compiling shader for mobile platforms. + + + + + Unity enables UNITY_ASTC_NORMALMAP_ENCODING when DXT5nm-style normal maps are used on Android, iOS or tvOS. + + + + + UNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space. + + + + + UNITY_ENABLE_DETAIL_NORMALMAP is set if Detail Normal Map should be sampled if assigned. + + + + + UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS enables use of built-in shadow comparison samplers on OpenGL ES 2.0. + + + + + UNITY_ENABLE_REFLECTION_BUFFERS is set when deferred shading renders reflection probes in deferred mode. With this option set reflections are rendered into a per-pixel buffer. This is similar to the way lights are rendered into a per-pixel buffer. UNITY_ENABLE_REFLECTION_BUFFERS is on by default when using deferred shading, but you can turn it off by setting “No support” for the Deferred Reflections shader option in Graphics Settings. When the setting is off, reflection probes are rendered per-object, similar to the way forward rendering works. + + + + + UNITY_FRAMEBUFFER_FETCH_AVAILABLE is set when compiling shaders for platforms where framebuffer fetch is potentially available. + + + + + UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS is set automatically for platforms that don't require full floating-point precision support in fragment shaders. + + + + + UNITY_HARDWARE_TIER1 is set when compiling shaders for GraphicsTier.Tier1. + + + + + UNITY_HARDWARE_TIER2 is set when compiling shaders for GraphicsTier.Tier2. + + + + + UNITY_HARDWARE_TIER3 is set when compiling shaders for GraphicsTier.Tier3. + + + + + UNITY_LIGHT_PROBE_PROXY_VOLUME is set when Light Probe Proxy Volume feature is supported by the current graphics API and is enabled in the. You can only set a Graphics Tier in the Built-in Render Pipeline. + + + + + UNITY_LIGHTMAP_DLDR_ENCODING is set when lightmap textures are using double LDR encoding to store the values in the texture. + + + + + UNITY_LIGHTMAP_FULL_HDR is set when lightmap textures are not using any encoding to store the values in the texture. + + + + + UNITY_LIGHTMAP_RGBM_ENCODING is set when lightmap textures are using RGBM encoding to store the values in the texture. + + + + + UNITY_METAL_SHADOWS_USE_POINT_FILTERING is set if shadow sampler should use point filtering on iOS Metal. + + + + + UNITY_NO_DXT5nm is set when compiling shader for platform that do not support DXT5NM, meaning that normal maps will be encoded in RGB instead. + + + + + UNITY_NO_FULL_STANDARD_SHADER is set if Standard shader BRDF3 with extra simplifications should be used. + + + + + UNITY_NO_RGBM is set when compiling shader for platform that do not support RGBM, so dLDR will be used instead. + + + + + UNITY_NO_SCREENSPACE_SHADOWS is set when screenspace cascaded shadow maps are disabled. + + + + + UNITY_PBS_USE_BRDF1 is set if Standard Shader BRDF1 should be used. + + + + + UNITY_PBS_USE_BRDF2 is set if Standard Shader BRDF2 should be used. + + + + + UNITY_PBS_USE_BRDF3 is set if Standard Shader BRDF3 should be used. + + + + + Unity enables UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION when Vulkan pre-transform is enabled and supported on the target build platform. + + + + + UNITY_SPECCUBE_BLENDING is set if Reflection Probes Blending is enabled. + + + + + UNITY_SPECCUBE_BLENDING is set if Reflection Probes Box Projection is enabled. + + + + + Unity sets UNITY_UNIFIED_SHADER_PRECISION_MODEL if, in Player Settings, you set Shader Precision Model to Unified. + + + + + UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS is set when Semitransparent Shadows are enabled. + + + + + Is virtual texturing enabled and supported on this platform. + + + + + Built-in shader modes used by Rendering.GraphicsSettings. + + + + + Don't use any shader, effectively disabling the functionality. + + + + + Use built-in shader (default). + + + + + Use custom shader instead of built-in one. + + + + + Built-in shader types used by Rendering.GraphicsSettings. + + + + + Shader used for deferred reflection probes. + + + + + Shader used for deferred shading calculations. + + + + + Shader used for depth and normals texture when enabled on a Camera. + + + + + Shader used for legacy deferred lighting calculations. + + + + + Default shader used for lens flares. + + + + + Default shader used for light halos. + + + + + Shader used for Motion Vectors when enabled on a Camera. + + + + + Shader used for screen-space cascaded shadows. + + + + + Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to. + + + + + After camera's depth+normals texture is generated. + + + + + After camera's depth texture is generated. + + + + + After camera has done rendering everything. + + + + + After final geometry pass in deferred lighting. + + + + + After transparent objects in forward rendering. + + + + + After opaque objects in forward rendering. + + + + + After deferred rendering G-buffer is rendered. + + + + + After halo and lens flares. + + + + + After image effects. + + + + + After image effects that happen between opaque & transparent objects. + + + + + After lighting pass in deferred rendering. + + + + + After reflections pass in deferred rendering. + + + + + After skybox is drawn. + + + + + Before camera's depth+normals texture is generated. + + + + + Before camera's depth texture is generated. + + + + + Before final geometry pass in deferred lighting. + + + + + Before transparent objects in forward rendering. + + + + + Before opaque objects in forward rendering. + + + + + Before deferred rendering G-buffer is rendered. + + + + + Before halo and lens flares. + + + + + Before image effects. + + + + + Before image effects that happen between opaque & transparent objects. + + + + + Before lighting pass in deferred rendering. + + + + + Before reflections pass in deferred rendering. + + + + + Before skybox is drawn. + + + + + The HDR mode to use for rendering. + + + + + Uses RenderTextureFormat.ARGBHalf. + + + + + Uses RenderTextureFormat.RGB111110Float. + + + + + The types of camera matrices that support late latching. + + + + + The camera's inverse view matrix. + + + + + The camera's inverse view projection matrix. + + + + + The camera's view matrix. + + + + + The camera's view projection matrix. + + + + + Camera related properties in CullingParameters. + + + + + Get a camera culling plane. + + Plane index (up to 5). + + Camera culling plane. + + + + + Get a shadow culling plane. + + Plane index (up to 5). + + Shadow culling plane. + + + + + Set a camera culling plane. + + Plane index (up to 5). + Camera culling plane. + + + + Set a shadow culling plane. + + Plane index (up to 5). + Shadow culling plane. + + + + Specifies which color components will get written into the target framebuffer. + + + + + Write all components (R, G, B and Alpha). + + + + + Write alpha component. + + + + + Write blue component. + + + + + Write green component. + + + + + Write red component. + + + + + List of graphics commands to execute. + + + + + Name of this command buffer. + + + + + Size of this command buffer in bytes (Read Only). + + + + + Adds a command to begin profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Adds a command to begin profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Adds a command to build the RayTracingAccelerationStructure to be used in a ray tracing dispatch. + + The RayTracingAccelerationStructure to be generated. + + + + Clear all commands in the buffer. + + + + + Clear random write targets for level pixel shaders. + + + + + Adds a "clear render target" command. + + Whether to clear both the depth buffer and the stencil buffer. + Should clear color buffer? + Which render targets to clear, defined using a bitwise OR combination of RTClearFlags values. + Color to clear with. + Depth to clear with (default is 1.0). + Stencil to clear with (default is 0). + + + + Adds a "clear render target" command. + + Whether to clear both the depth buffer and the stencil buffer. + Should clear color buffer? + Which render targets to clear, defined using a bitwise OR combination of RTClearFlags values. + Color to clear with. + Depth to clear with (default is 1.0). + Stencil to clear with (default is 0). + + + + Converts and copies a source texture to a destination texture with a different format or dimensions. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + + + Converts and copies a source texture to a destination texture with a different format or dimensions. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + + + Adds a command to copy the contents of one GraphicsBuffer into another. + + The source buffer. + The destination buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Shortcut for calling GommandBuffer.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + Shortcut for calling GommandBuffer.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + This functionality is deprecated, and should no longer be used. Please use CommandBuffer.CreateGraphicsFence. + + + + + + Creates a GraphicsFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU. + + The type of GraphicsFence to create. Currently the only supported value is GraphicsFenceType.AsyncQueueSynchronization. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored. + + Returns a new GraphicsFence. + + + + + Create a new empty command buffer. + + + + + Adds a command to disable a global or local shader keyword. + + The global or local shader keyword to disable. + The material on which to disable the local shader keyword. + The compute shader for which to disable the local shader keyword. + + + + Adds a command to disable a global or local shader keyword. + + The global or local shader keyword to disable. + The material on which to disable the local shader keyword. + The compute shader for which to disable the local shader keyword. + + + + Adds a command to disable a global or local shader keyword. + + The global or local shader keyword to disable. + The material on which to disable the local shader keyword. + The compute shader for which to disable the local shader keyword. + + + + Add a command to disable the hardware scissor rectangle. + + + + + Adds a command to disable a global shader keyword with a given name. + + Name of a global keyword to disable. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Adds a command to execute a RayTracingShader. + + RayTracingShader to execute. + The name of the ray generation shader. + The width of the ray generation shader thread grid. + The height of the ray generation shader thread grid. + The depth of the ray generation shader thread grid. + Optional parameter used to setup camera-related built-in shader variables. + + + + Add a "draw mesh" command. + + Mesh to draw. + Transformation matrix to use. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a "draw mesh with instancing" command. + +The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. + +InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a "draw mesh with instancing" command. + +The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. + +InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a "draw mesh with instancing" command. + +The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. + +InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with instancing" command. + +Draw a mesh using Procedural Instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. +If Material.enableInstancing is false, the command logs an error and skips rendering each time the command is executed; the command does not immediately fail and throw an exception. + +InvalidOperationException will be thrown if the current platform doesn't support this API (for example, if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a command onto the commandbuffer to draw the VR Device's occlusion mesh to the current render target. + + The viewport of the camera currently being rendered. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Index count to render. + Instance count to render. + The index buffer used to submit vertices to the GPU. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Index count to render. + Instance count to render. + The index buffer used to submit vertices to the GPU. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Index count to render. + Instance count to render. + The index buffer used to submit vertices to the GPU. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw renderer" command. + + Renderer to draw. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + + + + Adds a "draw renderer list" command. + + The RendererList to draw. + + + + Adds a command to enable a global or local shader keyword. + + The global or local shader keyword to enable. + The material on which to enable the local shader keyword. + The compute shader for which to enable the local shader keyword. + + + + Adds a command to enable a global or local shader keyword. + + The global or local shader keyword to enable. + The material on which to enable the local shader keyword. + The compute shader for which to enable the local shader keyword. + + + + Adds a command to enable a global or local shader keyword. + + The global or local shader keyword to enable. + The material on which to enable the local shader keyword. + The compute shader for which to enable the local shader keyword. + + + + Add a command to enable the hardware scissor rectangle. + + Viewport rectangle in pixel coordinates. + + + + Adds a command to enable a global keyword with a given name. + + Name of a global shader keyword to enable. + + + + Adds a command to end profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Adds a command to end profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Generate mipmap levels of a render texture. + + The render texture requiring mipmaps generation. + + + + Generate mipmap levels of a render texture. + + The render texture requiring mipmaps generation. + + + + Add a "get a temporary render texture" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. + Render texture memoryless mode. + + + + Add a "get a temporary render texture" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. + Render texture memoryless mode. + + + + Add a "get a temporary render texture array" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Number of slices in texture array. + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + + + + Increments the updateCount property of a Texture. + + Increments the updateCount for this Texture. + + + + Send a user-defined blit event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + User defined command id to send to the callback. + Source render target. + Destination render target. + User data command parameters. + User data command flags. + + + + Deprecated. Use CommandBuffer.IssuePluginCustomTextureUpdateV2 instead. + + Native code callback to queue for Unity's renderer to invoke. + Texture resource to be updated. + User data to send to the native plugin. + + + + Deprecated. Use CommandBuffer.IssuePluginCustomTextureUpdateV2 instead. + + Native code callback to queue for Unity's renderer to invoke. + Texture resource to be updated. + User data to send to the native plugin. + + + + Send a texture update event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + Texture resource to be updated. + User data to send to the native plugin. + + + + Send a user-defined event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + User defined id to send to the callback. + + + + Send a user-defined event to a native code plugin with custom data. + + Native code callback to queue for Unity's renderer to invoke. + Custom data to pass to the native plugin callback. + Built in or user defined id to send to the callback. + + + + Mark a global shader property id to be late latched. Possible shader properties include view, inverseView, viewProjection, and inverseViewProjection matrices. The Universal Render Pipeline (URP) uses this function to support late latching of shader properties. If you call this function when using built-in Unity rendering or the High-Definition Rendering Pipeline (HDRP), the results are ignored. + + Camera matrix property type to be late latched. + Shader property name id. + + + + Add a "release a temporary render texture" command. + + Shader property name for this texture. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Force an antialiased render texture to be resolved. + + The antialiased render texture to resolve. + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Adds a command to set the counter value of append/consume buffer. + + The destination buffer. + Value of the append/consume counter. + + + + Adds a command to set the counter value of append/consume buffer. + + The destination buffer. + Value of the append/consume counter. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a float parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a float parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive float parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive float parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set an integer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set an integer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive integer parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive integer parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set a matrix array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a vector array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Set flags describing the intention for how the command buffer will be executed. + + The flags to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader color property" command. + + + + + + + + Add a "set global shader color property" command. + + + + + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Adds a command to set the global depth bias. + + Scales the GPU's minimum resolvable depth buffer value to produce a constant depth offset. The minimum resolvable depth buffer value varies by device. + +Set to a negative value to draw geometry closer to the camera, or a positive value to draw geometry further away from the camera. + Scales the maximum Z slope, also called the depth slope, to produce a variable depth offset for each polygon. + +Polygons that are not parallel to the near and far clip planes have Z slope. Adjust this value to avoid visual artifacts on such polygons. + + + + Add a "set global shader float property" command. + + + + + + + + Add a "set global shader float property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property has a type of Int in ShaderLab code. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property has a type of Int in ShaderLab code. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property is an integer. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property is an integer. + + + + + + + + Add a "set global shader matrix property" command. + + + + + + + + Add a "set global shader matrix property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader vector property" command. + + + + + + + + Add a "set global shader vector property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Adds a command to multiply the instance count of every draw call by a specific multiplier. + + + + + + Add a "set invert culling" command to the buffer. + + A boolean indicating whether to invert the backface culling (true) or not (false). + + + + Adds a command to set the state of a global or local shader keyword. + + The local or global shader keyword to set the state for. + The material for which to set the state of the local shader keyword. + The compute shader for which to set the state of the local shader keyword. + The state to set the shader keyword state to. + + + + Adds a command to set the state of a global or local shader keyword. + + The local or global shader keyword to set the state for. + The material for which to set the state of the local shader keyword. + The compute shader for which to set the state of the local shader keyword. + The state to set the shader keyword state to. + + + + Adds a command to set the state of a global or local shader keyword. + + The local or global shader keyword to set the state for. + The material for which to set the state of the local shader keyword. + The compute shader for which to set the state of the local shader keyword. + The state to set the shader keyword state to. + + + + Set the current stereo projection matrices for late latching. Stereo matrices is passed in as an array of two matrices. + + Stereo projection matrices. + + + + Add a command to set the projection matrix. + + Projection (camera to clip space) matrix. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set an input or output buffer parameter on a RayTracingShader. + + The RayTracingShader to set parameter for. + The name of the constant buffer in shader code. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a RayTracingShader. + + The RayTracingShader to set parameter for. + The name of the constant buffer in shader code. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a float parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a float parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive float parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive float parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set an integer parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set an integer parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive integer parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive integer parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set a matrix array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to select which Shader Pass to use when executing ray/geometry intersection shaders. + + RayTracingShader to set parameter for. + The Shader Pass to use when executing ray tracing shaders. + + + + Adds a command to set a texture parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the texture variable in shader code. + The ID of the property name for the texture in shader code. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + + + + Adds a command to set a texture parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the texture variable in shader code. + The ID of the property name for the texture in shader code. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + + + + Adds a command to set a vector array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set shadow sampling mode" command. + + Shadowmap render target to change the sampling mode on. + New sampling mode. + + + + Add a command to set single-pass stereo mode for the camera. + + Single-pass stereo mode for the camera. + + + + Add a command to set the view matrix. + + View (world to camera space) matrix. + + + + Add a command to set the rendering viewport. + + Viewport rectangle in pixel coordinates. + + + + Add a command to set the view and projection matrices. + + View (world to camera space) matrix. + Projection (camera to clip space) matrix. + + + + Unmark a global shader property for late latching. After unmarking, the shader property will no longer be late latched. This function is intended for the Universal Render Pipeline (URP) to specify late latched shader properties. + + Camera matrix property type to be unmarked for late latching. + + + + Adds an "AsyncGPUReadback.WaitAllRequests" command to the CommandBuffer. + + + + + Instructs the GPU to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing beginning for a given draw call. This parameter allows for a requested wait to be made before the next item's vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Instructs the GPU to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing beginning for a given draw call. This parameter allows for a requested wait to be made before the next item's vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + This functionality is deprecated, and should no longer be used. Please use CommandBuffer.WaitOnAsyncGraphicsFence. + + The GPUFence that the GPU will be instructed to wait upon. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing completing for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. Some platforms can not differentiate between the start of vertex and pixel processing, these platforms will wait before the next items vertex processing. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Flags describing the intention for how the command buffer will be executed. Set these via CommandBuffer.SetExecutionFlags. + + + + + Command buffers flagged for async compute execution will throw exceptions if non-compatible commands are added to them. See ScriptableRenderContext.ExecuteCommandBufferAsync and Graphics.ExecuteCommandBufferAsync. + + + + + When no flags are specified, the command buffer is considered valid for all means of execution. This is the default for new command buffers. + + + + + Static class providing extension methods for CommandBuffer. + + + + + Adds a command to put a given render target into fast GPU memory. + + The render target to put into fast GPU memory. + The memory layout to use if only part of the render target is put into fast GPU memory, either because of the residency parameter or because of fast GPU memory availability. + The amount of the render target to put into fast GPU memory. Valid values are 0.0f - 1.0f inclusive. +A value of 0.0f is equal to none of the render target, and a value of 1.0f is equal to the whole render target. + + When this value is true, Unity copies the existing contents of the render target into fast memory. +When this value is false, Unity does not copy the existing contents of the render target into fast memory. +Set this value to true if you plan to add to the existing contents, and set it to false if you plan to overwrite or clear the existing contents. +Where possible, set this value to false for better performance. + + + + + + Adds a command to remove a given render target from fast GPU memory. + + The render target to remove from fast GPU memory. + When this value is true, Unity copies the existing contents of the render target when it removes it from fast GPU memory. When this value is false, Unity does not copy the existing contents of the render target when it removes it from fast GPU memory. Set this value to true if you plan to add to the existing contents, and set it to false if you plan to overwrite or clear the existing contents. Where possible, set this value to false for better performance. + + + + + Depth or stencil comparison function. + + + + + Always pass depth or stencil test. + + + + + Depth or stencil test is disabled. + + + + + Pass depth or stencil test when values are equal. + + + + + Pass depth or stencil test when new value is greater than old one. + + + + + Pass depth or stencil test when new value is greater or equal than old one. + + + + + Pass depth or stencil test when new value is less than old one. + + + + + Pass depth or stencil test when new value is less or equal than old one. + + + + + Never pass depth or stencil test. + + + + + Pass depth or stencil test when values are different. + + + + + Describes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to. + + + + + Background queue types would be the choice for tasks intended to run for an extended period of time, e.g for most of a frame or for several frames. Dispatches on background queues would execute at a lower priority than gfx queue tasks. + + + + + This queue type would be the choice for compute tasks supporting or as optimisations to graphics processing. CommandBuffers sent to this queue would be expected to complete within the scope of a single frame and likely be synchronised with the graphics queue via GPUFences. Dispatches on default queue types would execute at a lower priority than graphics queue tasks. + + + + + This queue type would be the choice for compute tasks requiring processing as soon as possible and would be prioritised over the graphics queue. + + + + + Support for various Graphics.CopyTexture cases. + + + + + Basic Graphics.CopyTexture support. + + + + + Support for Texture3D in Graphics.CopyTexture. + + + + + Support for Graphics.CopyTexture between different texture types. + + + + + No support for Graphics.CopyTexture. + + + + + Support for RenderTexture to Texture copies in Graphics.CopyTexture. + + + + + Support for Texture to RenderTexture copies in Graphics.CopyTexture. + + + + + Flags used by ScriptableCullingParameters.cullingOptions to configure a culling operation. + + + + + When this flag is set, Unity does not perform per-object culling. + + + + + When this flag is set, Unity performs the culling operation even if the Camera is not active. + + + + + When this flag is set, Unity culls Lights as part of the culling operation. + + + + + When this flag is set, Unity culls Reflection Probes as part of the culling operation. + + + + + Unset all CullingOptions flags. + + + + + When this flag is set, Unity performs occlusion culling as part of the culling operation. + + + + + When this flag is set, Unity culls shadow casters as part of the culling operation. + + + + + When this flag is set, Unity culls both eyes together for stereo rendering. + + + + + A struct containing the results of a culling operation. + + + + + Gets the number of per-object light and reflection probe indices. + + + The number of per-object light and reflection probe indices. + + + + + Gets the number of per-object light indices. + + + The number of per-object light indices. + + + + + Gets the number of per-object reflection probe indices. + + + The number of per-object reflection probe indices. + + + + + Array of visible lights. + + + + + Off-screen lights that still affect visible vertices. + + + + + Array of visible reflection probes. + + + + + Calculates the view and projection matrices and shadow split data for a directional light. + + The index into the active light array. + The cascade index. + The number of cascades. + The cascade ratios. + The resolution of the shadowmap. + The near plane offset for the light. + The computed view matrix. + The computed projection matrix. + The computed cascade data. + + If false, the shadow map for this cascade does not need to be rendered this frame. + + + + + Calculates the view and projection matrices and shadow split data for a point light. + + The index into the active light array. + The cubemap face to be rendered. + The amount by which to increase the camera FOV above 90 degrees. + The computed view matrix. + The computed projection matrix. + The computed split data. + + If false, the shadow map for this light and cubemap face does not need to be rendered this frame. + + + + + Calculates the view and projection matrices and shadow split data for a spot light. + + The index into the active light array. + The computed view matrix. + The computed projection matrix. + The computed split data. + + If false, the shadow map for this light does not need to be rendered this frame. + + + + + Fills a buffer with per-object light indices. + + The compute buffer object to fill. + The buffer object to fill. + + + + Fills a buffer with per-object light indices. + + The compute buffer object to fill. + The buffer object to fill. + + + + If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. + + The allocator to use. + + Array of indices that map from VisibleLight indices to internal per-object light list indices. + + + + + If a RenderPipeline sorts or otherwise modifies the VisibleReflectionProbe list, an index remap will be necessary to properly make use of per-object reflection probe lists. + + The allocator to use. + + Array of indices that map from VisibleReflectionProbe indices to internal per-object reflection probe list indices. + + + + + Returns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges. + + The index of the shadow-casting light. + The bounds to be computed. + + True if the light affects at least one shadow casting object in the Scene. + + + + + If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. + + Array with light indices that map from VisibleLight to internal per-object light lists. + + + + If a RenderPipeline sorts or otherwise modifies the VisibleReflectionProbe list, an index remap will be necessary to properly make use of per-object reflection probe lists. + + Array with reflection probe indices that map from VisibleReflectionProbe to internal per-object reflection probe lists. + + + + Backface culling mode. + + + + + Cull back-facing geometry. + + + + + Cull front-facing geometry. + + + + + Disable culling. + + + + + Default reflection mode. + + + + + Custom default reflection. + + + + + Skybox-based default reflection. + + + + + Values for the depth state. + + + + + How should depth testing be performed. + + + + + Default values for the depth state. + + + + + Controls whether pixels from this object are written to the depth buffer. + + + + + Creates a new depth state with the given values. + + Controls whether pixels from this object are written to the depth buffer. + How should depth testing be performed. + + + + Type of sorting to use while rendering. + + + + + Sort objects based on distance along a custom axis. + + + + + Orthographic sorting mode. + + + + + Perspective sorting mode. + + + + + Settings for ScriptableRenderContext.DrawRenderers. + + + + + Controls whether dynamic batching is enabled. + + + + + Controls whether instancing is enabled. + + + + + Sets the Material to use for any drawers in this group that don't meet the requirements. + + + + + Configures what light should be used as main light. + + + + + The maxiumum number of passes that can be rendered in 1 DrawRenderers call. + + + + + Sets the Material to use for all drawers that would render in this group. + + + + + Selects which pass of the override material to use. + + + + + What kind of per-object data to setup during rendering. + + + + + How to sort objects during rendering. + + + + + Create a draw settings struct. + + Shader pass to use. + Describes the methods to sort objects during rendering. + + + + Get the shader passes that this draw call can render. + + Index of the shader pass to use. + + + + Set the shader passes that this draw call can render. + + Index of the shader pass to use. + Name of the shader pass. + + + + Control Fast Memory render target layout. + + + + + Use the default fast memory layout. + + + + + Sections of the render target not placed in fast memory will be taken from the bottom of the image. + + + + + Sections of the render target not placed in fast memory will be taken from the top of the image. + + + + + A struct that represents filtering settings for ScriptableRenderContext.DrawRenderers. + + + + + Creates a FilteringSettings struct that contains default values for all properties. With these default values, Unity does not perform any filtering. + + + + + Determines if Unity excludes GameObjects that are in motion from rendering. This refers to GameObjects that have an active Motion Vector pass assigned to their Material or have set the Motion Vector mode to per object motion (Menu: Mesh Renderer > Additional Settings > Motion Vectors > Per Object Motion). +For Unity to exclude a GameObject from rendering, the GameObject must have moved since the last frame. To exclude a GameObject manually, enable a pass. + + + + + Unity renders objects whose GameObject.layer value is enabled in this bit mask. + + + + + Unity renders objects whose Renderer.renderingLayerMask value is enabled in this bit mask. + + + + + Unity renders objects whose Material.renderQueue value is within range specified by this Rendering.RenderQueueRange. + + + + + Unity renders objects whose SortingLayer.value value is within range specified by this Rendering.SortingLayerRange. + + + + + Creates a FilteringSettings struct for use with Rendering.ScriptableRenderContext.DrawRenderers. + + A Rendering.RenderQueueRange struct that sets the value of renderQueueRange. Unity renders objects whose Material.renderQueue value is within the given range. The default value is RenderQueueRange.all. + A bit mask that sets the value of layerMask. Unity renders objects whose GameObject.layer value is enabled in this bit mask. The default value is -1. + A bit mask that sets the value of renderingLayerMask. Unity renders objects whose Renderer.renderingLayerMask value is enabled in this bit mask. The default value is uint.MaxValue. + An int that sets the value of excludeMotionVectorObjects. When this is 1, Unity excludes objects that have a motion pass enabled, or have changed position since the last frame. The default value is 0. + + + + Graphics Format Swizzle. + + + + + The channel specified is not present for the format + + + + + The channel specified is not present for the format. + + + + + The channel specified contains alpha. + + + + + The channel specified contains blue. + + + + + The channel specified contains green. + + + + + The channel specified contains red. + + + + + Gizmo subsets. + + + + + Use to specify gizmos that should be rendered after ImageEffects. + + + + + Use to specify gizmos that should be rendered before ImageEffects. + + + + + Represents a global shader keyword. + + + + + The name of the shader keyword. (Read Only) + + + + + Creates and returns a Rendering.GlobalKeyword that represents a new or existing global shader keyword. + + The name of the global shader keyword. + + Returns a new instance of the GlobalKeyword class. + + + + + Creates and returns a GlobalKeyword struct that represents an existing global shader keyword. + + The name of the global shader keyword. + + + + This functionality is deprecated, and should no longer be used. Please use GraphicsFence. + + + + + This functionality is deprecated, and should no longer be used. Please use GraphicsFence.passed. + + + + + Graphics device API type. + + + + + Direct3D 11 graphics API. + + + + + Direct3D 12 graphics API. + + + + + Direct3D 9 graphics API. + + + + + Game Core Xbox One graphics API using Direct3D 12. + + + + + Game Core XboxSeries graphics API using Direct3D 12. + + + + + iOS Metal graphics API. + + + + + Nintendo 3DS graphics API. + + + + + No graphics API. + + + + + OpenGL 2.x graphics API. (deprecated, only available on Linux and MacOSX) + + + + + OpenGL (Core profile - GL3 or later) graphics API. + + + + + OpenGL ES 2.0 graphics API. (deprecated on iOS and tvOS) + + + + + OpenGL ES 3.0 graphics API. (deprecated on iOS and tvOS) + + + + + PlayStation 3 graphics API. + + + + + PlayStation 4 graphics API. + + + + + PlayStation Mobile (PSM) graphics API. + + + + + Nintendo Switch graphics API. + + + + + Vulkan (EXPERIMENTAL). + + + + + Xbox One graphics API using Direct3D 11. + + + + + Xbox One graphics API using Direct3D 12. + + + + + Used to manage synchronisation between tasks on async compute queues and the graphics queue. + + + + + Determines whether the GraphicsFence has passed. + +Allows the CPU to determine whether the GPU has passed the point in its processing represented by the GraphicsFence. + + + + + The type of the GraphicsFence. Currently the only supported fence type is AsyncQueueSynchronization. + + + + + The GraphicsFence can be used to synchronise between different GPU queues, as well as to synchronise between GPU and the CPU. + + + + + The GraphicsFence can only be used to synchronize between the GPU and the CPU. + + + + + Script interface for. + + + + + An array containing the RenderPipelineAsset instances that describe the default render pipeline and any quality level overrides. + + + + + The RenderPipelineAsset that defines the active render pipeline for the current quality level. + + + + + Stores the default value for the RenderingLayerMask property of newly created Renderers. + + + + + The RenderPipelineAsset that defines the default render pipeline. + + + + + Disables the built-in update loop for Custom Render Textures, so that you can write your own update loop. + + + + + Whether to use a Light's color temperature when calculating the final color of that Light." + + + + + If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used. + + + + + If this is true, a log entry is made each time a shader is compiled at application runtime. + + + + + Is the current render pipeline capable of rendering direct lighting for rectangular area Lights? + + + + + Deprecated, use GraphicsSettings.defaultRenderPipeline instead. + + + + + An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. + + + + + Transparent object sorting mode. + + + + + Enable/Disable SRP batcher (experimental) at runtime. + + + + + If and when to include video shaders in the build. + + + + + Get custom shader used instead of a built-in shader. + + Built-in shader type to query custom shader for. + + The shader used. + + + + + Provides a reference to the GraphicSettings object. + + + Returns the GraphicsSettings object. + + + + + Get the registered RenderPipelineGlobalSettings for the given RenderPipeline. + + + + + Get built-in shader mode. + + Built-in shader type to query. + + Mode used for built-in shader. + + + + + Returns true if shader define was set when compiling shaders for current GraphicsTier. Graphics Tiers are only available in the Built-in Render Pipeline. + + + + + + + Returns true if shader define was set when compiling shaders for a given GraphicsTier. Graphics Tiers are only available in the Built-in Render Pipeline. + + + + + + Register a RenderPipelineGlobalSettings instance for a given RenderPipeline. A RenderPipeline can have only one registered RenderPipelineGlobalSettings instance. + + RenderPipelineGlobalSettings asset to register for a given RenderPipeline. The method does nothing if the parameter is null. + + + + Set custom shader to use instead of a built-in shader. + + Built-in shader type to set custom shader to. + The shader to use. + + + + Set built-in shader mode. + + Built-in shader type to change. + Mode to use for built-in shader. + + + + The method removes the association between the given RenderPipeline and the RenderPipelineGlobalSettings asset from GraphicsSettings. + + + + + An enum that represents. + + + + + The lowest graphics tier. Corresponds to low-end devices. + + + + + The medium graphics tier. Corresponds to mid-range devices. + + + + + The highest graphics tier. Corresponds to high-end devices. + + + + + Format of the mesh index buffer data. + + + + + 16 bit mesh index buffer format. + + + + + 32 bit mesh index buffer format. + + + + + Defines a place in light's rendering to attach Rendering.CommandBuffer objects to. + + + + + After directional light screenspace shadow mask is computed. + + + + + After shadowmap is rendered. + + + + + After shadowmap pass is rendered. + + + + + Before directional light screenspace shadow mask is computed. + + + + + Before shadowmap is rendered. + + + + + Before shadowmap pass is rendered. + + + + + Light probe interpolation type. + + + + + Simple light probe interpolation is used. + + + + + The light probe shader uniform values are extracted from the material property block set on the renderer. + + + + + Light Probes are not used. The Scene's ambient probe is provided to the shader. + + + + + Uses a 3D grid of interpolated light probes. + + + + + Shadow resolution options for a Light. + + + + + Use resolution from QualitySettings (default). + + + + + High shadow map resolution. + + + + + Low shadow map resolution. + + + + + Medium shadow map resolution. + + + + + Very high shadow map resolution. + + + + + Represents a shader keyword declared in a shader source file. + + + + + Whether this shader keyword was declared with global scope. (Read Only). + + + + + Specifies whether this local shader keyword is valid (Read Only). + + + + + The name of the shader keyword (Read Only). + + + + + The type of the shader keyword (Read Only). + + + + + Initializes and returns a LocalKeyword struct that represents an existing local shader keyword for a given Shader. + + The Shader to use. + The name of the local shader keyword. + + + + Initializes and returns a LocalKeyword struct that represents an existing local shader keyword for a given ComputeShader + + The ComputeShader to use. + The name of the local shader keyword. + + + + Returns true if the shader keywords are the same. Otherwise, returns false. + + + + + + + Returns true if the shader keywords are not the same. Otherwise, returns false. + + + + + + + Represents the local keyword space of a Shader or ComputeShader. + + + + + The number of local shader keywords in this local keyword space. (Read Only) + + + + + An array containing the names of all local shader keywords in this local keyword space. (Read Only) + + + + + An array containing all Rendering.LocalKeyword structs in this local keyword space. (Read Only) + + + + + Searches for a local shader keyword with a given name in the keyword space. + + The name of the shader keyword to search for. + + Returns a valid Rendering.LocalKeyword if it's present in the keyword space. Otherwise, returns an invalid Rendering.LocalKeyword. + + + + + Returns true if the local shader keyword spaces are the same. Otherwise, returns false. + + + + + + + Returns true if the local shader keyword spaces are not the same. Otherwise, returns false. + + + + + + + LODGroup culling parameters. + + + + + Rendering view height in pixels. + + + + + Camera position. + + + + + Camera's field of view. + + + + + Indicates whether camera is orthographic. + + + + + Orhographic camera size. + + + + + Mesh data update flags. + + + + + Indicates that Unity should perform the default checks and validation when you update a Mesh's data. + + + + + Indicates that Unity should not notify Renderer components about a possible Mesh bounds change, when you modify Mesh data. + + + + + Indicates that Unity should not recalculate the bounds when you set Mesh data using Mesh.SetSubMesh. + + + + + Indicates that Unity should not reset skinned mesh bone bounds when you modify Mesh data using Mesh.SetVertexBufferData or Mesh.SetIndexBufferData. + + + + + Indicates that Unity should not check index values when you use Mesh.SetIndexBufferData to modify a Mesh's data. + + + + + Use the OnDemandRendering class to control and query information about your application's rendering speed independent from all other subsystems (such as physics, input, or animation). + + + + + + The current estimated rate of rendering in frames per second rounded to the nearest integer. + + + + + Get or set the current frame rate interval. To restore rendering back to the value of Application.targetFrameRate or QualitySettings.vSyncCount set this to 0 or 1. + + + + + True if the current frame will be rendered. + + + + + Opaque object sorting mode of a Camera. + + + + + Default opaque sorting mode. + + + + + Do rough front-to-back sorting of opaque objects. + + + + + Do not sort opaque objects by distance. + + + + + Specifies the OpenGL ES version. + + + + + No valid OpenGL ES version + + + + + OpenGL ES 2.0 + + + + + OpenGL ES 3.0 + + + + + OpenGL ES 3.1 + + + + + OpenGL ES 3.1 with Android Extension Pack + + + + + OpenGL ES 3.2 + + + + + Represents an opaque identifier of a specific Pass in a Shader. + + + + + Returns true if the pass identifiers are the same. Otherwise, returns false. + + + + + + + Returns true if the pass identifiers are not the same. Otherwise, returns false. + + + + + + + The index of the pass within the subshader (Read Only). + + + + + The index of the subshader within the shader (Read Only). + + + + + Shader pass type for Unity's lighting pipeline. + + + + + Deferred Shading shader pass. + + + + + Forward rendering additive pixel light pass. + + + + + Forward rendering base pass. + + + + + Grab Pass. Use this when you want to detect the type of the Grab Pass compared to other passes using the Normal type. Otherwise use Normal. + + + + + Legacy deferred lighting (light pre-pass) base pass. + + + + + Legacy deferred lighting (light pre-pass) final pass. + + + + + Shader pass used to generate the albedo and emissive values used as input to lightmapping. + + + + + Motion vector render pass. + + + + + Regular shader pass that does not interact with lighting. + + + + + Custom scriptable pipeline. + + + + + Custom scriptable pipeline when lightmode is set to default unlit or no light mode is set. + + + + + Shadow caster & depth texure shader pass. + + + + + Legacy vertex-lit shader pass. + + + + + Legacy vertex-lit shader pass, with mobile lightmaps. + + + + + Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps. + + + + + What kind of per-object data to setup during rendering. + + + + + Setup per-object light data. + + + + + Setup per-object light indices. + + + + + Setup per-object lightmaps. + + + + + Setup per-object light probe SH data. + + + + + Setup per-object light probe proxy volume data. + + + + + Setup per-object motion vectors. + + + + + Do not setup any particular per-object data besides the transformation matrix. + + + + + Setup per-object occlusion probe data. + + + + + Setup per-object occlusion probe proxy volume data (occlusion in alpha channels). + + + + + Setup per-object reflection probe index offset and count. + + + + + Setup per-object reflection probe data. + + + + + Setup per-object shadowmask. + + + + + Provides an interface to control GPU frame capture in Microsoft's PIX software. + + + + + Begins a GPU frame capture in PIX. If not running via PIX, or as a development build, then it has no effect. + + + + + Ends the current GPU frame capture in PIX. If not running via PIX, or as a development build, then it has no effect. + + + + + Returns true if running via PIX and in a development build. + + + + + A collection of Rendering.ShaderKeyword that represents a specific platform variant. + + + + + Disable a specific shader keyword. + + + + + Enable a specific shader keyword. + + + + + Check whether a specific shader keyword is enabled. + + + + + + Values for the raster state. + + + + + Enables conservative rasterization. Before using check for support via SystemInfo.supportsConservativeRaster property. + + + + + Controls which sides of polygons should be culled (not drawn). + + + + + Default values for the raster state. + + + + + Enable clipping based on depth. + + + + + Scales the maximum Z slope in the GPU's depth bias setting. + + + + + Scales the minimum resolvable depth buffer value in the GPU's depth bias setting. + + + + + Creates a new raster state with the given values. + + Controls which sides of polygons should be culled (not drawn). + Scales the minimum resolvable depth buffer value in the GPU's depth bias setting. + Scales the maximum Z slope in the GPU's depth bias setting. + + + + + How much CPU usage to assign to the final lighting calculations at runtime. + + + + + 75% of the allowed CPU threads are used as worker threads. + + + + + 25% of the allowed CPU threads are used as worker threads. + + + + + 50% of the allowed CPU threads are used as worker threads. + + + + + 100% of the allowed CPU threads are used as worker threads. + + + + + Determines how Unity will compress baked reflection cubemap. + + + + + Baked Reflection cubemap will be compressed if compression format is suitable. + + + + + Baked Reflection cubemap will be compressed. + + + + + Baked Reflection cubemap will be left uncompressed. + + + + + ReflectionProbeBlendInfo contains information required for blending probes. + + + + + Reflection Probe used in blending. + + + + + Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0. + + + + + Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe. + + + + + Clear with the skybox. + + + + + Clear with a background color. + + + + + Reflection probe's update mode. + + + + + Reflection probe is baked in the Editor. + + + + + Reflection probe uses a custom texture specified by the user. + + + + + Reflection probe is updating in real-time. + + + + + An enum describing the way a real-time reflection probe refreshes in the Player. + + + + + Causes Unity to update the probe's cubemap every frame. +Note that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance. + +See Also: ReflectionProbeTimeSlicingMode. + + + + + Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe + +See Also: ReflectionProbe.RenderProbe. + + + + + Sets the probe to never be automatically updated by Unity while your game is running. Use this to completely control the probe refresh behavior by script. + +See Also: ReflectionProbe.RenderProbe. + + + + + Visible reflection probes sorting options. + + + + + Sort probes by importance. + + + + + Sort probes by importance, then by size. + + + + + Do not sort reflection probes. + + + + + Sort probes from largest to smallest. + + + + + When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. +Updating a probe's cubemap is a costly operation. Unity needs to render the entire Scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames. + + + + + Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames. + + + + + Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in Scenes where lighting conditions change over these 14 frames. + + + + + Unity will render the probe entirely in one frame. + + + + + Reflection Probe usage. + + + + + Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur. + + + + + Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments. + + + + + Reflection probes are disabled, skybox will be used for reflection. + + + + + Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes. + + + + + This enum describes what should be done on the render target when it is activated (loaded). + + + + + Upon activating the render buffer, clear its contents. Currently only works together with the RenderPass API. + + + + + When this RenderBuffer is activated, the GPU is instructed not to care about the existing contents of that RenderBuffer. On tile-based GPUs this means that the RenderBuffer contents do not need to be loaded into the tile memory, providing a performance boost. + + + + + When this RenderBuffer is activated, preserve the existing contents of it. This setting is expensive on tile-based GPUs and should be avoided whenever possible. + + + + + This enum describes what should be done on the render target when the GPU is done rendering into it. + + + + + The contents of the RenderBuffer are not needed and can be discarded. Tile-based GPUs will skip writing out the surface contents altogether, providing performance boost. + + + + + Resolve the MSAA surface. + + + + + The RenderBuffer contents need to be stored to RAM. If the surface has MSAA enabled, this stores the non-resolved surface. + + + + + Resolve the MSAA surface, but also store the multisampled version. + + + + + Represents a subset of visible GameObjects. + + + + + Indicates whether the RendererList is valid or not. If the RendererList is valid, this returns true. Otherwise, this returns false. + + + + + Returns an empty RendererList. + + + + + Represents the set of GameObjects that a RendererList contains. + + + + + Indicates whether to exclude dynamic GameObjects from the RendererList. + + + + + The rendering layer mask to use for filtering this RendererList. + + + + + The material to render the RendererList's GameObjects with. This overrides the material for each GameObject. + + + + + Pass index for the override material. + + + + + The renderer configuration for the RendererList. For more information, see Rendering.PerObjectData. + + + + + The material render queue range to use for the RendererList. For more information, see Rendering.RenderQueueRange. + + + + + The method Unity uses to sort the GameObjects in the RendererList. For more information, see Rendering.SortingCriteria. + + + + + An optional set of values to override the RendererLists render state. For more information, see Rendering.RenderStateBlock. + + + + + Initializes and returns an instance of RendererListDesc. + + The pass name to use for the RendererList. + The culling result used to create the RendererList. + The camera Unity uses to determine the current view and sorting properties. + The list of passes to use for the RendererList. + + + + Initializes and returns an instance of RendererListDesc. + + The pass name to use for the RendererList. + The culling result used to create the RendererList. + The camera Unity uses to determine the current view and sorting properties. + The list of passes to use for the RendererList. + + + + Checks whether the RendererListDesc is valid. + + + If the RendererListDesc is valid, this returns true. Otherwise, this returns false. + + + + + Options that represent the result of a ScriptableRenderContext.QueryRendererList operation. + + + + + There are no GameObjects in the current view that match the RendererList's criteria. + + + + + The RendererList from the query operation is invalid. + + + + + The RendererList is not empty. + + + + + Unity is still processing the RendererList. + + + + + Options for the application's actual rendering threading mode. + + + + + Use the Direct enum to directly render your application from the main thread. + + + + + Generates intermediate graphics commands via several worker threads. A single render thread then converts them into low-level platform API graphics commands. + + + + + Generates intermediate graphics commands via the main thread. The render thread converts them into low-level platform API graphics commands. + + + + + Main thread generates intermediate graphics commands. Render thread converts them into low-level platform API graphics commands. Render thread can also dispatch graphics jobs to several worker threads. + + + + + Generates intermediate graphics commands via several worker threads and converts them into low-level platform API graphics commands. + + + + + Use SingleThreaded for internal debugging. It uses only a single thread to simulate Rendering.RenderingThreadingMode.MultiThreaded|RenderingThreadingMode.MultiThreaded. + + + + + Defines a series of commands and settings that describes how Unity renders a frame. + + + + + Returns true when the RenderPipeline is invalid or destroyed. + + + + + Calls the RenderPipelineManager.beginCameraRendering delegate. + + + + + + + Calls the RenderPipelineManager.beginContextRendering and RenderPipelineManager.beginFrameRendering delegates. + + + + + + + Calls the RenderPipelineManager.beginFrameRendering delegate. + + + + + + + Calls the RenderPipelineManager.endCameraRendering delegate. + + + + + + + Calls the RenderPipelineManager.endContextRendering and RenderPipelineManager.endFrameRendering delegates. + + + + + + + Calls the RenderPipelineManager.endFrameRendering delegate. + + + + + + + Executes RenderRequests submitted using Camera.SubmitRenderRequests. + + The list of RenderRequests to execute. + + + + + + Entry point method that defines custom rendering for this RenderPipeline. + + + + + + + Entry point method that defines custom rendering for this RenderPipeline. + + + + + + + An asset that produces a specific IRenderPipeline. + + + + + Retrieves the default Autodesk Interactive masked Shader for this pipeline. + + + Returns the default shader. + + + + + Retrieves the default Autodesk Interactive Shader for this pipeline. + + + Returns the default shader. + + + + + Retrieves the default Autodesk Interactive transparent Shader for this pipeline. + + + Returns the default shader. + + + + + Gets the default 2D Mask Material used by Sprite Masks in Universal Render Pipeline. + + + Returns the default material. + + + + + Return the default 2D Material for this pipeline. + + + Default material. + + + + + Return the default Line Material for this pipeline. + + + Default material. + + + + + Return the default Material for this pipeline. + + + Default material. + + + + + Return the default particle Material for this pipeline. + + + Default material. + + + + + Return the default Shader for this pipeline. + + + Default shader. + + + + + Return the default SpeedTree v7 Shader for this pipeline. + + + + + Return the default SpeedTree v8 Shader for this pipeline. + + + + + Return the default Terrain Material for this pipeline. + + + Default material. + + + + + Return the default UI ETC1 Material for this pipeline. + + + Default material. + + + + + Return the default UI Material for this pipeline. + + + Default material. + + + + + Return the default UI overdraw Material for this pipeline. + + + Default material. + + + + + Returns the names of the Rendering Layer Masks for this pipeline, with each name prefixed by a unique numerical ID. + + + Returns the mask names defined in renderingLayerMaskNames, but with each name prefixed by its index in the array, a colon, and a space. For example, if the element with an index of 2 has the name "Example Name", its value in this array is "2: Example Name". + + + + + Returns the names of the Rendering Layer Masks for this pipeline. + + + An array of 32 Rendering Layer Mask names. + + + + + The render index for the terrain brush in the editor. + + + Queue index. + + + + + Return the detail grass billboard Shader for this pipeline. + + + + + Return the detail grass Shader for this pipeline. + + + + + Return the detail lit Shader for this pipeline. + + + + + Create a IRenderPipeline specific to this asset. + + + Created pipeline. + + + + + Default implementation of OnDisable for RenderPipelineAsset. See ScriptableObject.OnDisable + + + + + Default implementation of OnValidate for RenderPipelineAsset. See MonoBehaviour.OnValidate + + + + + A ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline. + + + + + Render Pipeline manager. + + + + + Delegate that you can use to invoke custom code when Unity changes the active render pipeline, and the new RenderPipeline has a different type to the old one. + + + + + + Delegate that you can use to invoke custom code before Unity renders an individual Camera. + + + + + + Delegate that you can use to invoke custom code at the start of RenderPipeline.Render. + + + + + + Delegate that you can use to invoke custom code at the start of RenderPipeline.Render. + + + + + + Returns the active RenderPipeline. + + + + + Delegate that you can use to invoke custom code after Unity renders an individual Camera. + + + + + + Delegate that you can use to invoke custom code at the end of RenderPipeline.Render. + + + + + + Delegate that you can use to invoke custom code at the end of RenderPipeline.Render. + + + + + + Determine in which order objects are renderered. + + + + + Alpha tested geometry uses this queue. + + + + + This render queue is rendered before any others. + + + + + Opaque geometry uses this queue. + + + + + Last render queue that is considered "opaque". + + + + + This render queue is meant for overlay effects. + + + + + This render queue is rendered after Geometry and AlphaTest, in back-to-front order. + + + + + Describes a material render queue range. + + + + + A range that includes all objects. + + + + + Inclusive lower bound for the range. + + + + + Maximum value that can be used as a bound. + + + + + Minimum value that can be used as a bound. + + + + + A range that includes only opaque objects. + + + + + A range that includes only transparent objects. + + + + + Inclusive upper bound for the range. + + + + + Create a render queue range struct. + + Inclusive lower bound for the range. + Inclusive upper bound for the range. + + + + A set of values that Unity uses to override the GPU's render state. + + + + + Specifies the new blend state. + + + + + Specifies the new depth state. + + + + + Specifies which parts of the GPU's render state to override. + + + + + Specifies the new raster state. + + + + + The value to be compared against and/or the value to be written to the buffer, based on the stencil state. + + + + + Specifies the new stencil state. + + + + + Creates a new render state block with the specified mask. + + Specifies which parts of the GPU's render state to override. + + + + Specifies which parts of the render state that is overriden. + + + + + When set, the blend state is overridden. + + + + + When set, the depth state is overridden. + + + + + When set, all render states are overridden. + + + + + No render states are overridden. + + + + + When set, the raster state is overridden. + + + + + When set, the stencil state and reference value is overridden. + + + + + Describes a render target with one or more color buffers, a depthstencil buffer and the associated loadstore-actions that are applied when the render target is active. + + + + + Load actions for color buffers. + + + + + Color buffers to use as render targets. + + + + + Store actions for color buffers. + + + + + Load action for the depth/stencil buffer. + + + + + Depth/stencil buffer to use as render target. + + + + + Store action for the depth/stencil buffer. + + + + + Optional flags. + + + + + Constructs RenderTargetBinding. + + Color buffers to use as render targets. + Depth buffer to use as render target. + Load actions for color buffers. + Store actions for color buffers. + Load action for the depth/stencil buffer. + Store action for the depth/stencil buffer. + + + + + + + + + + Constructs RenderTargetBinding. + + Color buffers to use as render targets. + Depth buffer to use as render target. + Load actions for color buffers. + Store actions for color buffers. + Load action for the depth/stencil buffer. + Store action for the depth/stencil buffer. + + + + + + + + + + Constructs RenderTargetBinding. + + Color buffers to use as render targets. + Depth buffer to use as render target. + Load actions for color buffers. + Store actions for color buffers. + Load action for the depth/stencil buffer. + Store action for the depth/stencil buffer. + + + + + + + + + + Values for the blend state. + + + + + Operation used for blending the alpha (A) channel. + + + + + Operation used for blending the color (RGB) channel. + + + + + Default values for the blend state. + + + + + Blend factor used for the alpha (A) channel of the destination. + + + + + Blend factor used for the color (RGB) channel of the destination. + + + + + Blend factor used for the alpha (A) channel of the source. + + + + + Blend factor used for the color (RGB) channel of the source. + + + + + Specifies which color components will get written into the target framebuffer. + + + + + Creates a new blend state with the given values. + + Specifies which color components will get written into the target framebuffer. + Blend factor used for the color (RGB) channel of the source. + Blend factor used for the color (RGB) channel of the destination. + Blend factor used for the alpha (A) channel of the source. + Blend factor used for the alpha (A) channel of the destination. + Operation used for blending the color (RGB) channel. + Operation used for blending the alpha (A) channel. + + + + This enum describes optional flags for the RenderTargetBinding structure. + + + + + No flag option (0). + + + + + The depth buffer bound for rendering may also bound as a samplable texture to the graphics pipeline: some platforms require the depth buffer to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats. + + + + + Both depth and stencil buffers bound for rendering may be bound as samplable textures to the graphics pipeline: some platforms require the depth and stencil buffers to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats. + This flag is a bitwise combination of RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil. + + + + + The stencil buffer bound for rendering may also bound as a samplable texture to the graphics pipeline: some platforms require the stencil buffer to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats. + + + + + Identifies a RenderTexture for a Rendering.CommandBuffer. + + + + + All depth-slices of the render resource are bound for rendering. For textures which are neither array nor 3D, the default slice is bound. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Types of data that you can encapsulate within a render texture. + + + + + Color element of a RenderTexture. + + + + + The Default element of a RenderTexture. + + + + + The depth element of a RenderTexture. + + + + + The stencil element of a RenderTexture. + + + + + Flags that determine which render targets Unity clears when you use CommandBuffer.ClearRenderTarget. + + + + + Clear all color render targets, the depth buffer, and the stencil buffer. This is equivalent to combining RTClearFlags.Color, RTClearFlags.Depth and RTClearFlags.Stencil. + + + + + Clear all color render targets. + + + + + Clear both the color and the depth buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Depth. + + + + + Clear both the color and the stencil buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Stencil. + + + + + Clear the depth buffer. + + + + + Clear both the depth and the stencil buffer. This is equivalent to combining RTClearFlags.Depth and RTClearFlags.Stencil. + + + + + Do not clear any render target. + + + + + Clear the stencil buffer. + + + + + Represents an active render pass until disposed. + + + + + Ends the current render pass in the ScriptableRenderContext that was used to create the ScopedRenderPass. + + + + + Represents an active sub pass until disposed. + + + + + Ends the current sub pass in the ScriptableRenderContext that was used to create the ScopedSubPass. + + + + + Parameters that configure a culling operation in the Scriptable Render Pipeline. + + + + + This parameter determines query distance for occlusion culling. + + + + + Camera Properties used for culling. + + + + + This property enables a conservative method for calculating the size and position of the minimal enclosing sphere around the frustum cascade corner points for shadow culling. + + + + + The lower limit to the value ScriptableCullingParameters.maximumPortalCullingJobs. + + + + + The upper limit to the value ScriptableCullingParameters.maximumPortalCullingJobs. + + + + + The mask for the culling operation. + + + + + The matrix for the culling operation. + + + + + Flags to configure a culling operation in the Scriptable Render Pipeline. + + + + + Number of culling planes to use. + + + + + Is the cull orthographic. + + + + + The amount of layers available. + + + + + LODParameters for culling. + + + + + Maximum amount of culling planes that can be specified. + + + + + This parameter controls how many active jobs contribute to occlusion culling. + + + + + This parameter controls how many visible lights are allowed. + + + + + + + + + + Position for the origin of the cull. + + + + + Reflection Probe Sort options for the cull. + + + + + Shadow distance to use for the cull. + + + + + Offset to apply to the near camera plane when performing shadow map rendering. + + + + + The projection matrix generated for single-pass stereo culling. + + + + + Distance between the virtual eyes. + + + + + The view matrix generated for single-pass stereo culling. + + + + + Fetch the culling plane at the given index. + + + + + + Get the distance for the culling of a specific layer. + + + + + + Set the culling plane at a given index. + + + + + + + Set the distance for the culling of a specific layer. + + + + + + + Defines state and drawing commands that custom render pipelines use. + + + + + Schedules the beginning of a new render pass. Only one render pass can be active at any time. + + The width of the render pass surfaces in pixels. + The height of the render pass surfaces in pixels. + MSAA sample count; set to 1 to disable antialiasing. + Array of color attachments to use within this render pass. The values in the array are copied immediately. + The index of the attachment to be used as the depthstencil buffer for this render pass, or -1 to disable depthstencil. + + + + Schedules the beginning of a new render pass. If you call this a using-statement, Unity calls EndRenderPass automatically when exiting the using-block. Only one render pass can be active at any time. + + The width of the render pass surfaces in pixels. + The height of the render pass surfaces in pixels. + MSAA sample count; set to 1 to disable antialiasing. + Array of color attachments to use within this render pass. The values in the array are copied immediately. + The index of the attachment to be used as the depthstencil buffer for this render pass, or -1 to disable depthstencil. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Creates a new RendererList. + + A descriptor that represents the set of GameObjects the RendererList contains. + + Returns a new RendererList based on the RendererListDesc you pass in. + + + + + Performs culling based on the ScriptableCullingParameters typically obtained from the Camera currently being rendered. + + Parameters for culling. + + Culling results. + + + + + Schedules the drawing of a subset of Gizmos (before or after post-processing) for the given Camera. + + The camera of the current view. + Set to GizmoSubset.PreImageEffects to draw Gizmos that should be affected by postprocessing, or GizmoSubset.PostImageEffects to draw Gizmos that should not be affected by postprocessing. See also: GizmoSubset. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of shadow casters for a single Light. + + Specifies which set of shadow casters to draw, and how to draw them. + + + + Schedules the drawing of the skybox. + + Camera to draw the skybox for. + + + + Draw the UI overlay. + + The camera of the current view. + + + + Schedules the drawing of a wireframe overlay for a given Scene view Camera. + + The Scene view Camera to draw the overlay for. + + + + Emits UI geometry for rendering for the specified camera. + + Camera to emit the geometry for. + + + + Emits UI geometry into the Scene view for rendering. + + Camera to emit the geometry for. + + + + Schedules the end of a currently active render pass. + + + + + Schedules the end of the currently active sub pass. + + + + + Schedules the execution of a custom graphics Command Buffer. + + Specifies the Command Buffer to execute. + + + + Schedules the execution of a Command Buffer on an async compute queue. The ComputeQueueType that you pass in determines the queue order. + + The CommandBuffer to be executed. + Describes the desired async compute queue the supplied CommandBuffer should be executed on. + + + + Schedules an invocation of the OnRenderObject callback for MonoBehaviour scripts. + + + + + Starts to process the provided RendererLists in the background. + + The list of RendererList objects to prepare for rendering. + + + + Queries the status of a RendererList. + + The RendererList to query. + + Returns the status of the RendererList. + + + + + Schedules the setup of Camera specific global Shader variables. + + Camera to setup shader variables for. + Set up the stereo shader variables and state. + The current eye to be rendered. + + + + Schedules the setup of Camera specific global Shader variables. + + Camera to setup shader variables for. + Set up the stereo shader variables and state. + The current eye to be rendered. + + + + Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext. + + Camera to enable stereo rendering on. + The current eye to be rendered. + + + + Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext. + + Camera to enable stereo rendering on. + The current eye to be rendered. + + + + Schedule notification of completion of stereo rendering on a single frame. + + Camera to indicate completion of stereo rendering. + The current eye to be rendered. + + + + + Schedule notification of completion of stereo rendering on a single frame. + + Camera to indicate completion of stereo rendering. + The current eye to be rendered. + + + + + Schedule notification of completion of stereo rendering on a single frame. + + Camera to indicate completion of stereo rendering. + The current eye to be rendered. + + + + + Schedules a stop of stereo rendering on the ScriptableRenderContext. + + Camera to disable stereo rendering on. + + + + Submits all the scheduled commands to the rendering loop for execution. + + + + + This method submits all the scheduled commands to the rendering loop for validation. The validation checks whether render passes that were started with the BeginRenderPass call can execute the scheduled commands. + + + + + Options for the shader constant value type. + + + + + The shader constant is a matrix. The related ShaderData.ConstantInfo stores the number of rows and columns. + + + + + The shader constant is a struct. The related ShaderData.ConstantInfo stores the struct's size and members. + + + + + The shader constant is a vector or a scalar (a vector with one column). The related ShaderData.ConstantInfo stores the number of columns. + + + + + Represents an identifier for a specific code path in a shader. + + + + + The index of the shader keyword. + + + + + The name of the shader keyword. (Read Only) + + + + + Initializes a new instance of the ShaderKeyword class from a shader global keyword name. + + The name of the keyword. + + + + Initializes a new instance of the ShaderKeyword class from a local shader keyword name. + + The shader that declares the keyword. + The name of the keyword. + + + + Initializes a new instance of the ShaderKeyword class from a local shader keyword name, and the compute shader that defines that local keyword. + + The compute shader that declares the local keyword. + The name of the keyword. + + + + Gets the string name of the global keyword. + + + + + + Returns the type of global keyword: built-in or user defined. + + + + + + Gets the string name of the keyword. + + + + + + + Gets the string name of the keyword. + + + + + + + Gets the string name of the keyword. + + + + + + + Gets the type of the keyword. + + + + + + + Gets the type of the keyword. + + + + + + + Gets the type of the keyword. + + + + + + + Returns true if the keyword is local. + + + + + + Checks whether the global shader keyword exists. + + + Returns true if the global shader keyword exists. Otherwise, returns false. + + + + + Checks whether the shader keyword exists in the compute shader you pass in. + + The shader that declares the keyword. + + Returns true if the shader keyword exists. Otherwise, returns false. + + + + + Checks whether the shader keyword exists in the shader you pass in. + + The shader that declares the keyword. + + Returns true if the shader keyword exists. Otherwise, returns false. + + + + + A collection of Rendering.ShaderKeyword that represents a specific shader variant. + + + + + Disable a specific shader keyword. + + + + + + Enable a specific shader keyword. + + + + + + Return an array with all the enabled keywords in the ShaderKeywordSet. + + + + + Check whether a specific shader keyword is enabled. + + + + + + Check whether a specific shader keyword is enabled. + + + + + + Check whether a specific shader keyword is enabled. + + + + + + Type of a shader keyword, eg: built-in or user defined. + + + + + The keyword is built-in the runtime and can be automatically stripped if unusued. + + + + + The keyword is built-in the runtime and it is systematically reserved. + + + + + The keyword is built-in the runtime and it is optionally reserved depending on the features used. + + + + + No type is assigned. + + + + + The keyword is created by a shader compiler plugin. + + + + + The keyword is defined by the user. + + + + + Options for the data type of a shader constant's members. + + + + + A boolean. + + + + + A float. + + + + + A half-precision float. + + + + + An integer. + + + + + A short. + + + + + An unsigned integer. + + + + + Flags that control how a shader property behaves. + + + + + Signifies that values of this property are in gamma space. If the active color space is linear, Unity converts the values to linear space values. + + + + + Signifies that values of this property contain High Dynamic Range (HDR) data. + + + + + Signifies that Unity hides the property in the default Material Inspector. + + + + + Signifies that value of this property contains the main color of the Material. + + + + + Signifies that value of this property contains the main texture of the Material. + + + + + No flags are set. + + + + + You cannot edit this Texture property in the default Material Inspector. + + + + + Signifies that values of this property contain Normal (normalized vector) data. + + + + + Do not show UV scale/offset fields next to Textures in the default Material Inspector. + + + + + In the Material Inspector, Unity queries the value for this property from the Renderer's MaterialPropertyBlock, instead of from the Material. The value will also appear as read-only. + + + + + Type of a given shader property. + + + + + The property holds a Vector4 value representing a color. + + + + + The property holds a floating number value. + + + + + The property holds an integer number value. + + + + + The property holds a floating number value in a certain range. + + + + + The property holds a Texture object. + + + + + The property holds a Vector4 value. + + + + + Shader tag ids are used to refer to various names in shaders. + + + + + Gets the name of the tag referred to by the shader tag id. + + + + + Describes a shader tag id not referring to any name. + + + + + Gets or creates a shader tag id representing the given name. + + The name to represent with the shader tag id. + + + + Converts a string to a ShaderTagId. + + + + + + Converts a ShaderTagId to a string. + + + + + + How shadows are cast from this object. + + + + + No shadows are cast from this object. + + + + + Shadows are cast from this object. + + + + + Object casts shadows, but is otherwise invisible in the Scene. + + + + + Shadows are cast from this object, treating it as two-sided. + + + + + Settings for ScriptableRenderContext.DrawShadows. + + + + + Culling results to use. + + + + + The index of the shadow-casting light to be rendered. + + + + + Specifies the filter Unity applies to GameObjects that it renders in the shadow pass. + + + + + The split data. + + + + + Set this to true to make Unity filter Renderers during shadow rendering. Unity filters Renderers based on the Rendering Layer Mask of the Renderer itself, and the Rendering Layer Mask of each shadow casting Light. + + + + + Create a shadow settings object. + + The cull results for this light. + The light index. + + + + + Allows precise control over which shadow map passes to execute Rendering.CommandBuffer objects attached using Light.AddCommandBuffer. + + + + + All shadow map passes. + + + + + All directional shadow map passes. + + + + + First directional shadow map cascade. + + + + + Second directional shadow map cascade. + + + + + Third directional shadow map cascade. + + + + + Fourth directional shadow map cascade. + + + + + All point light shadow passes. + + + + + -X point light shadow cubemap face. + + + + + -Y point light shadow cubemap face. + + + + + -Z point light shadow cubemap face. + + + + + +X point light shadow cubemap face. + + + + + +Y point light shadow cubemap face. + + + + + +Z point light shadow cubemap face. + + + + + Spotlight shadow pass. + + + + + Used by CommandBuffer.SetShadowSamplingMode. + + + + + Default shadow sampling mode: sampling with a comparison filter. + + + + + In ShadowSamplingMode.None, depths are not compared. Use this value if a Texture is not a shadowmap. + + + + + Shadow sampling mode for sampling the depth value. + + + + + Describes the culling information for a given shadow split (e.g. directional cascade). + + + + + The number of culling planes. + + + + + The culling sphere. The first three components of the vector describe the sphere center, and the last component specifies the radius. + + + + + The maximum number of culling planes. + + + + + + A multiplier applied to the radius of the culling sphere. + +Values must be in the range 0 to 1. With higher values, Unity culls more objects. Lower makes the cascades share more rendered objects. Using lower values allows blending between different cascades as they then share objects. + + + + + + Gets a culling plane. + + The culling plane index. + + The culling plane. + + + + + Sets a culling plane. + + The index of the culling plane to set. + The culling plane. + + + + Enum type defines the different stereo rendering modes available. + + + + + Render stereo using GPU instancing. + + + + + Render stereo using OpenGL multiview. + + + + + Render stereo using multiple passes. + + + + + Render stereo to the left and right halves of a single, double-width render target. + + + + + How to sort objects during rendering. + + + + + Sort objects back to front. + + + + + Sort renderers taking canvas order into account. + + + + + Typical sorting for opaque objects. + + + + + Typical sorting for transparencies. + + + + + Do not sort objects. + + + + + Sort objects to reduce draw state changes. + + + + + Sort objects in rough front-to-back buckets. + + + + + Sorts objects by renderer priority. + + + + + Sort by material render queue. + + + + + Sort by renderer sorting layer. + + + + + Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together. + + + + + Unique ID of the Renderer's sorting layer. + + + + + Name of the Renderer's sorting layer. + + + + + Renderer's order within a sorting layer. + + + + + Updates all Sorting Group immediately. + + + + + Describes a renderer's sorting layer range. + + + + + A range that includes all objects. + + + + + Inclusive lower bound for the range. + + + + + Inclusive upper bound for the range. + + + + + Sets the inclusive range for a sorting layer object. + + Lowest sorting layer value to include. + Highest sorting layer value to include. + + + + This struct describes the methods to sort objects during rendering. + + + + + Used to calculate the distance to objects. + + + + + What kind of sorting to do while rendering. + + + + + Used to calculate distance to objects, by comparing the positions of objects to this axis. + + + + + Type of sorting to use while rendering. + + + + + Used to calculate the distance to objects. + + + + + Create a sorting settings struct. + + The camera's transparency sort mode is used to determine whether to use orthographic or distance based sorting. + + + + Spherical harmonics up to the second order (3 bands, 9 coefficients). + + + + + Add ambient lighting to probe data. + + + + + + Add directional light to probe data. + + + + + + + + Clears SH probe to zero. + + + + + Evaluates the Spherical Harmonics for each of the given directions. The result from the first direction is written into the first element of results, the result from the second direction is written into the second element of results, and so on. The array size of directions and results must match and directions must be normalized. + + Normalized directions for which the spherical harmonics are to be evaluated. + Output array for the evaluated values of the corresponding directions. + + + + Returns true if SH probes are equal. + + + + + + + Scales SH by a given factor. + + + + + + + Scales SH by a given factor. + + + + + + + Returns true if SH probes are different. + + + + + + + Adds two SH probes. + + + + + + + Access individual SH coefficients. + + + + + Provides an interface to the Unity splash screen. + + + + + Returns true once the splash screen has finished. This is once all logos have been shown for their specified duration. + + + + + Initializes the splash screen so it is ready to begin drawing. Call this before you start calling Rendering.SplashScreen.Draw. Internally this function resets the timer and prepares the logos for drawing. + + + + + Immediately draws the splash screen. Ensure you have called Rendering.SplashScreen.Begin before you start calling this. + + + + + Stop the SplashScreen rendering. + + + + + + The behavior to apply when calling ParticleSystem.Stop|Stop. + + + + + Jumps to the final stage of the Splash Screen and performs a fade from the background to the game. + + + + + Immediately stop rendering the SplashScreen. + + + + + Specifies the operation that's performed on the stencil buffer when rendering. + + + + + Decrements the current stencil buffer value. Clamps to 0. + + + + + Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero. + + + + + Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. + + + + + Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value. + + + + + Bitwise inverts the current stencil buffer value. + + + + + Keeps the current stencil value. + + + + + Replace the stencil buffer value with reference value (specified in the shader). + + + + + Sets the stencil buffer value to zero. + + + + + Values for the stencil state. + + + + + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + + + + + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + + + + + Default values for the stencil state. + + + + + Controls whether the stencil buffer is enabled. + + + + + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + + + + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + + + + + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + + + + + Creates a new stencil state with the given values. + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + Controls whether the stencil buffer is enabled. + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + The function used to compare the reference value to the current contents of the buffer. + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + What to do with the contents of the buffer if the stencil test fails. + What to do with the contents of the buffer if the stencil test passes, but the depth test. + + + + Creates a new stencil state with the given values. + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + Controls whether the stencil buffer is enabled. + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + The function used to compare the reference value to the current contents of the buffer. + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + What to do with the contents of the buffer if the stencil test fails. + What to do with the contents of the buffer if the stencil test passes, but the depth test. + + + + The function used to compare the reference value to the current contents of the buffer. + + The value to set. + + + + What to do with the contents of the buffer if the stencil test fails. + + The value to set. + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + + The value to set. + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails. + + The value to set. + + + + Contains information about a single sub-mesh of a Mesh. + + + + + Offset that is added to each value in the index buffer, to compute the final vertex index. + + + + + Bounding box of vertices in local space. + + + + + First vertex in the index buffer for this sub-mesh. + + + + + Index count for this sub-mesh face data. + + + + + Starting point inside the whole Mesh index buffer where the face index data is found. + + + + + Face topology of this sub-mesh. + + + + + Number of vertices used by the index buffer of this sub-mesh. + + + + + Create a submesh descriptor. + + Initial value for indexStart field. + Initial value for indexCount field. + Initial value for topology field. + + + + Describes the rendering features supported by a given render pipeline. + + + + + Get / Set a SupportedRenderingFeatures. + + + + + Determines if this renderer supports automatic ambient probe generation. + + + + + Determines if this renderer supports automatic default reflection probe generation. + + + + + This is the fallback mode if the mode the user had previously selected is no longer available. See SupportedRenderingFeatures.mixedLightingModes. + + + + + Determines whether the Scriptable Render Pipeline will override the default Material’s Render Queue settings and, if true, hides the Render Queue property in the Inspector. + + + + + Determines if Enlighten Realtime Global Illumination lightmapper is supported by the currently selected pipeline. If it is not supported, Enlighten-specific settings do not appear in the Editor, which then defaults to the CPU Lightmapper. + + + + + Determines if Enlighten Baked Global Illumination lightmapper is supported. If it is not supported, Enlighten-specific settings do not appear in the Editor, which then defaults to the CPU Lightmapper. + + + + + What baking types are supported. The unsupported ones will be hidden from the UI. See LightmapBakeType. + + + + + Specifies what modes are supported. Has to be at least one. See LightmapsMode. + + + + + Are light probe proxy volumes supported? + + + + + Specifies what LightmapMixedBakeModes that are supported. Please define a SupportedRenderingFeatures.defaultMixedLightingModes in case multiple modes are supported. + + + + + Are motion vectors supported? + + + + + Determines if the renderer will override the Environment Lighting and will no longer need the built-in UI for it. + + + + + Determines if the renderer will override the fog settings in the Lighting Panel and will no longer need the built-in UI for it. + + + + + Describes where the Shadowmask settings are located if SupportedRenderingFeatures.overridesShadowmask is set to true. + + + + + Specifies whether the renderer overrides the LOD bias settings in the Quality Settings Panel. If It does, the renderer does not need the built-in UI for LOD bias settings. + + + + + Specifies whether the renderer overrides the maximum LOD level settings in the Quality Settings Panel. If It does, the renderer does not need the built-in UI for maximum LOD level settings. + + + + + Determines if the renderer will override halo and flare settings in the Lighting Panel and will no longer need the built-in UI for it. + + + + + Specifies whether the render pipeline overrides the real-time Reflection Probes settings in the Quality settings. If It does, the render pipeline does not need the built-in UI for real-time Reflection Probes settings. + + + + + Specifies whether the render pipeline overrides the Shadowmask settings in the Quality settings. + + + + + Determines if the renderer supports Particle System GPU instancing. + + + + + Can renderers support receiving shadows? + + + + + Flags for supported reflection probes. + + + + + Are reflection probes supported? + + + + + If this property is true, the blend distance field in the Reflection Probe Inspector window is editable. + + + + + Determines if the renderer supports renderer priority sorting. + + + + + Determines whether the Renderer supports probe lighting. + + + + + Determines whether the function to render UI overlays is called by SRP and not by the engine. + + + + + A message that tells the user where the Shadowmask settings are located. + + + + + Determines if the renderer supports terrain detail rendering. + + + + + Same as MixedLightingMode for baking, but is used to determine what is supported by the pipeline. + + + + + Same as MixedLightingMode.IndirectOnly but determines if it is supported by the pipeline. + + + + + No mode is supported. + + + + + Determines what is supported by the rendering pipeline. This enum is similar to MixedLightingMode. + + + + + Same as MixedLightingMode.Subtractive but determines if it is supported by the pipeline. + + + + + Supported modes for ReflectionProbes. + + + + + Default reflection probe support. + + + + + Rotated reflection probes are supported. + + + + + Broadly describes the stages of processing a draw call on the GPU. + + + + + The process of creating and shading the fragments. + + + + + All aspects of vertex processing. + + + + + Describes the various stages of GPU processing against which the GraphicsFence can be set and waited against. + + + + + All previous GPU operations (vertex, pixel and compute). + + + + + All compute shader dispatch operations. + + + + + All aspects of pixel processing in the GPU. + + + + + All aspects of vertex processing in the GPU. + + + + + Texture "dimension" (type). + + + + + Any texture type. + + + + + Cubemap texture. + + + + + Cubemap array texture (CubemapArray). + + + + + No texture is assigned. + + + + + 2D texture (Texture2D). + + + + + 2D array texture (Texture2DArray). + + + + + 3D volume texture (Texture3D). + + + + + Texture type is not initialized or unknown. + + + + + Possible attribute types that describe a vertex in a Mesh. + + + + + Bone indices for skinned Meshes. + + + + + Bone blend weights for skinned Meshes. + + + + + Vertex color. + + + + + Vertex normal. + + + + + Vertex position. + + + + + Vertex tangent. + + + + + Primary texture coordinate (UV). + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Information about a single VertexAttribute of a Mesh vertex. + + + + + The vertex attribute. + + + + + Dimensionality of the vertex attribute. + + + + + Format of the vertex attribute. + + + + + Which vertex buffer stream the attribute should be in. + + + + + Create a VertexAttributeDescriptor structure. + + The VertexAttribute. + Format of the vertex attribute. Default is VertexAttributeFormat.Float32. + Dimensionality of the vertex attribute (1 to 4). Default is 3. + Vertex buffer stream that the attribute should be placed in. Default is 0. + + + + Data type of a VertexAttribute. + + + + + 16-bit float number. + + + + + 32-bit float number. + + + + + 16-bit signed integer. + + + + + 32-bit signed integer. + + + + + 8-bit signed integer. + + + + + 16-bit signed normalized number. + + + + + 8-bit signed normalized number. + + + + + 16-bit unsigned integer. + + + + + 32-bit unsigned integer. + + + + + 8-bit unsigned integer. + + + + + 16-bit unsigned normalized number. + + + + + 8-bit unsigned normalized number. + + + + + Video shaders mode used by Rendering.GraphicsSettings. + + + + + Include video shaders in builds (default). + + + + + Exclude video shaders from builds. This effectively disables video functionality. + + + + + Include video shaders in builds when referenced by scenes. + + + + + Holds data of a visible light. + + + + + Light color multiplied by intensity. + + + + + Light intersects far clipping plane. + + + + + Light intersects near clipping plane. + + + + + Accessor to Light component. + + + + + Light type. + + + + + Light transformation matrix. + + + + + Light range. + + + + + Light's influence rectangle on screen. + + + + + Spot light angle. + + + + + Holds data of a visible reflection reflectionProbe. + + + + + Probe blending distance. + + + + + Probe bounding box. + + + + + Probe projection center. + + + + + Shader data for probe HDR texture decoding. + + + + + Probe importance. + + + + + Should probe use box projection. + + + + + Probe transformation matrix. + + + + + Accessor to ReflectionProbe component. + + + + + Probe texture. + + + + + Rendering path of a Camera. + + + + + Deferred Lighting (Legacy). + + + + + Deferred Shading. + + + + + Forward Rendering. + + + + + Use Player Settings. + + + + + Vertex Lit. + + + + + Rendering parameters used by various rendering functions. + + + + + The camera used for rendering. If set to null (default) renders for all cameras. + + + + + Layer used for rendering. to use. + + + + + Light Probe Proxy Volume (LPPV) used for rendering. + + + + + The type of light probe usage. + + + + + Material used for rendering. + + + + + Material properties used for rendering. + + + + + Motion vector mode used for rendering. + + + + + Descripes if the rendered geometry should receive shadows. + + + + + The type of reflection probe used for rendering. + + + + + Renderer priority. + + + + + Renderer layer mask used for rendering. + + + + + Describes if geometry should cast shadows. + + + + + Defines world space bounds for the geometry. Used to cull and sort the rendered geometry. + + + + + Constructor. + + + + + + The Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light. + + + + + Ambient lighting coming from the sides. + + + + + Ambient lighting coming from below. + + + + + How much the light from the Ambient Source affects the Scene. + + + + + Flat ambient lighting color. + + + + + Ambient lighting mode. + + + + + An automatically generated ambient probe that captures environment lighting. + + + + + Ambient lighting coming from above. + + + + + Custom specular reflection cubemap. + + + + + Default reflection mode. + + + + + Cubemap resolution for default reflection. + + + + + The fade speed of all flares in the Scene. + + + + + The intensity of all flares in the Scene. + + + + + Is fog enabled? + + + + + The color of the fog. + + + + + The density of the exponential fog. + + + + + The ending distance of linear fog. + + + + + Fog mode to use. + + + + + The starting distance of linear fog. + + + + + Size of the Light halos. + + + + + The number of times a reflection includes other reflections. + + + + + How much the skybox / custom cubemap reflection affects the Scene. + + + + + The global skybox to use. + + + + + The color used for the sun shadows in the Subtractive lightmode. + + + + + The light used by the procedural skybox. + + + + + Fully describes setup of RenderTarget. + + + + + Color Buffers to set. + + + + + Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + + + + + Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + + + + + Cubemap face to render to. + + + + + Depth Buffer to set. + + + + + Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself. + + + + + Slice of a Texture3D or Texture2DArray to set as a render target. + + + + + Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself. + + + + + Mip Level to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Render textures are textures that can be rendered to. + + + + + Currently active render texture. + + + + + The antialiasing level for the RenderTexture. + + + + + Mipmap levels are generated automatically when this flag is set. + + + + + If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. + + + + + Color buffer of the render texture (Read Only). + + + + + The precision of the render texture's depth buffer in bits (0, 16, 24 and 32 are supported). + + + + + Depth/stencil buffer of the render texture (Read Only). + + + + + The format of the depth/stencil buffer. + + + + + This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. + + + + + Dimensionality (type) of the render texture. + + + + + Enable random access write into this render texture on Shader Model 5.0 level shaders. + + + + + The color format of the render texture. You can set the color format to None to achieve depth-only rendering. + + + + + The height of the render texture in pixels. + + + + + If enabled, this Render Texture will be used as a Texture3D. + + + + + The render texture memoryless mode property. + + + + + Does this render texture use sRGB read/write conversions? (Read Only). + + + + + The format of the stencil data that you can encapsulate within a RenderTexture. + +Specifying this property creates a stencil element for the RenderTexture and sets its format. +This allows for stencil data to be bound as a Texture to all shader types for the platforms that support it. +This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth. + +Currently, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm. + + + + + Is the render texture marked to be scaled by the. + + + + + Render texture has mipmaps when this flag is set. + + + + + Volume extent of a 3D render texture or number of slices of array texture. + + + + + If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. + + + + + The width of the render texture in pixels. + + + + + Converts the render texture to equirectangular format (both stereoscopic or monoscopic equirect). +The left eye will occupy the top half and the right eye will occupy the bottom. The monoscopic version will occupy the whole texture. +Texture dimension must be of type TextureDimension.Cube. + + RenderTexture to render the equirect format to. + A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for monoscopic rendering. + + + + Actually creates the RenderTexture. + + + True if the texture is created, else false. + + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Hint the GPU driver that the contents of the RenderTexture will not be used. + + Should the colour buffer be discarded? + Should the depth buffer be discarded? + + + + Hint the GPU driver that the contents of the RenderTexture will not be used. + + Should the colour buffer be discarded? + Should the depth buffer be discarded? + + + + Generate mipmap levels of a render texture. + + + + + Retrieve a native (underlying graphics API) pointer to the depth buffer resource. + + + Pointer to an underlying graphics API depth buffer resource. + + + + + Allocate a temporary render texture. + + Width in pixels. + Height in pixels. + Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Render texture format. + Color space conversion mode. + Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed. + Render texture memoryless mode. + Use this RenderTextureDesc for the settings when creating the temporary RenderTexture. + + + + + + Allocate a temporary render texture. + + Width in pixels. + Height in pixels. + Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Render texture format. + Color space conversion mode. + Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed. + Render texture memoryless mode. + Use this RenderTextureDesc for the settings when creating the temporary RenderTexture. + + + + + + Is the render texture actually created? + + + + + Indicate that there's a RenderTexture restore operation expected. + + + + + Releases the RenderTexture. + + + + + Release a temporary texture allocated with GetTemporary. + + + + + + Force an antialiased render texture to be resolved. + + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Force an antialiased render texture to be resolved. + + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Assigns this RenderTexture as a global shader property named propertyName. + + + + + + Does a RenderTexture have stencil buffer? + + Render texture, or null for main screen. + + + + Set of flags that control the state of a newly-created RenderTexture. + + + + + Clear this flag when a RenderTexture is a VR eye texture and the device does not automatically flip the texture when being displayed. This is platform specific and +It is set by default. This flag is only cleared when part of a RenderTextureDesc that is returned from GetDefaultVREyeTextureDesc or other VR functions that return a RenderTextureDesc. Currently, only Hololens eye textures need to clear this flag. + + + + + Determines whether or not mipmaps are automatically generated when the RenderTexture is modified. +This flag is set by default, and has no effect if the RenderTextureCreationFlags.MipMap flag is not also set. +See RenderTexture.autoGenerateMips for more details. + + + + + Setting this flag causes the RenderTexture to be bound as a multisampled texture in a shader. The flag prevents the RenderTexture from being resolved by default when RenderTexture.antiAliasing is greater than 1. + + + + + This flag is always set internally when a RenderTexture is created from script. It has no effect when set manually from script code. + + + + + Set this flag to mark this RenderTexture for Dynamic Resolution should the target platform/graphics API support Dynamic Resolution. See ScalabeBufferManager for more details. + + + + + Set this flag to enable random access writes to the RenderTexture from shaders. +Normally, pixel shaders only operate on pixels they are given. Compute shaders cannot write to textures without this flag. Random write enables shaders to write to arbitrary locations on a RenderTexture. See RenderTexture.enableRandomWrite for more details, including supported platforms. + + + + + Set this flag when the Texture is to be used as a VR eye texture. This flag is cleared by default. This flag is set on a RenderTextureDesc when it is returned from GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc. + + + + + Set this flag to allocate mipmaps in the RenderTexture. See RenderTexture.useMipMap for more details. + + + + + When this flag is set, the engine will not automatically resolve the color surface. + + + + + When this flag is set, reads and writes to this texture are converted to SRGB color space. See RenderTexture.sRGB for more details. + + + + + This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. Avoid using the default constructor as it does not initialize some flags with the recommended values. + + + + + Mipmap levels are generated automatically when this flag is set. + + + + + If true and msaaSamples is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. + + + + + The format of the RenderTarget is expressed as a RenderTextureFormat. Internally, this format is stored as a GraphicsFormat compatible with the current system (see SystemInfo.GetCompatibleFormat). Therefore, if you set a format and immediately get it again, it may return a different result from the one just set. + + + + + The precision of the render texture's depth buffer in bits (0, 16, 24 and 32 are supported). + + + + + The desired format of the depth/stencil buffer. + + + + + Dimensionality (type) of the render texture. + +See Also: RenderTexture.dimension. + + + + + Enable random access write into this render texture on Shader Model 5.0 level shaders. + +See Also: RenderTexture.enableRandomWrite. + + + + + A set of RenderTextureCreationFlags that control how the texture is created. + + + + + The color format for the RenderTexture. You can set this format to None to achieve depth-only rendering. + + + + + The height of the render texture in pixels. + + + + + The render texture memoryless mode property. + + + + + User-defined mipmap count. + + + + + The multisample antialiasing level for the RenderTexture. + +See Also: RenderTexture.antiAliasing. + + + + + Determines how the RenderTexture is sampled if it is used as a shadow map. + +See Also: ShadowSamplingMode for more details. + + + + + This flag causes the render texture uses sRGB read/write conversions. + + + + + The format of the stencil data that you can encapsulate within a RenderTexture. + +Specifying this property creates a stencil element for the RenderTexture and sets its format. +This allows for stencil data to be bound as a Texture to all shader types for the platforms that support it. +This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth. + +Currently, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm. + + + + + Set to true to enable dynamic resolution scaling on this render texture. + +See Also: RenderTexture.useDynamicScale. + + + + + Render texture has mipmaps when this flag is set. + +See Also: RenderTexture.useMipMap. + + + + + Volume extent of a 3D render texture. + + + + + If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. + + + + + The width of the render texture in pixels. + + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Format of a RenderTexture. + + + + + Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels. + + + + + Color render texture format. 10 bits for colors, 2 bits for alpha. + + + + + Color render texture format, 8 bits per channel. + + + + + Color render texture format, 4 bit per channel. + + + + + Four color render texture format, 16 bits per channel, fixed point, unsigned normalized. + + + + + Color render texture format, 32 bit floating point per channel. + + + + + Color render texture format, 16 bit floating point per channel. + + + + + Four channel (ARGB) render texture format, 32 bit signed integer per channel. + + + + + Color render texture format, 10 bit per channel, extended range. + + + + + Color render texture format, 10 bit per channel, extended range. + + + + + Color render texture format, 8 bits per channel. + + + + + Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + + + + + Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + + + + + A depth render texture format. + + + + + Single channel (R) render texture format, 16 bit integer. + + + + + Single channel (R) render texture format, 8 bit integer. + + + + + Scalar (R) render texture format, 32 bit floating point. + + + + + Two channel (RG) render texture format, 8 bits per channel. + + + + + Two color (RG) render texture format, 16 bits per channel, fixed point, unsigned normalized. + + + + + Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point. + + + + + Color render texture format. + + + + + Four channel (RGBA) render texture format, 16 bit unsigned integer per channel. + + + + + Two color (RG) render texture format, 32 bit floating point per channel. + + + + + Two color (RG) render texture format, 16 bit floating point per channel. + + + + + Two channel (RG) render texture format, 32 bit signed integer per channel. + + + + + Scalar (R) render texture format, 16 bit floating point. + + + + + Scalar (R) render texture format, 32 bit signed integer. + + + + + A native shadowmap render texture format. + + + + + Flags enumeration of the render texture memoryless modes. + + + + + Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 1. + + + + + Render texture depth pixels are memoryless. + + + + + Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 2, 4 or 8. + + + + + The render texture is not memoryless. + + + + + Color space conversion mode of a RenderTexture. + + + + + Render texture contains sRGB (color) data, perform Linear<->sRGB conversions on it. + + + + + Default color space conversion based on project settings. + + + + + Render texture contains linear (non-color) data; don't perform color conversions on it. + + + + + The RequireComponent attribute automatically adds required components as dependencies. + + + + + Require a single component. + + + + + + Require two components. + + + + + + + Require three components. + + + + + + + + Represents a display resolution. + + + + + Resolution height in pixels. + + + + + Resolution's vertical refresh rate in Hz. + + + + + Resolution width in pixels. + + + + + Returns a nicely formatted string of the resolution. + + + A string with the format "width x height @ refreshRateHz". + + + + + Asynchronous load request from the Resources bundle. + + + + + Asset object being loaded (Read Only). + + + + + The Resources class allows you to find and access Objects including assets. + + + + + Returns a list of all objects of Type T. + + + + + Returns a list of all objects of Type type. + + + + + + Translates an instance ID to an object reference. + + Instance ID of an Object. + + Resolved reference or null if the instance ID didn't match anything. + + + + + Translates an array of instance IDs to a list of Object references. + + IDs of Object instances. + List of resoved object references, instanceIDs and objects will be of the same length and in the same order, the list will be resized if needed. Missing objects will be null. + + + + Loads the asset of the requested type stored at path in a Resources folder using a generic parameter type filter of type T. + + Path to the target resource to load. + + An object of the requested generic parameter type. + + + + + Loads an asset stored at path in a Resources folder using an optional systemTypeInstance filter. + + Path to the target resource to load. + Type filter for objects returned. + + The requested asset returned as an Object. + + + + + Loads an asset stored at path in a Resources folder using an optional systemTypeInstance filter. + + Path to the target resource to load. + Type filter for objects returned. + + The requested asset returned as an Object. + + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + + + + Returns a resource at an asset path (Editor Only). + + Pathname of the target asset. + Type filter for objects returned. + + + + Returns a resource at an asset path (Editor Only). + + Pathname of the target asset. + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + + + + Unloads assetToUnload from memory. + + + + + + Unloads assets that are not used. + + + Object on which you can yield to wait until the operation completes. + + + + + Derive from this base class to provide alternative implementations to the C# behavior of specific Resources methods. + + + + + The specific ResourcesAPI instance to use to handle overridden Resources methods. + + + + + Override for customizing the behavior of the Resources.FindObjectsOfTypeAll function. + + + + + + Override for customizing the behavior of the Shader.Find function. + + + + + + Override for customizing the behavior of the Resources.Load function. + + Path to the target resource to load. + The requested asset's Type. + + The requested asset returned as an Object. + + + + + Override for customizing the behavior of the Resources.LoadAll function. + + Path to the target resource to load. + Type filter for objects returned. + + + + Override for customizing the behavior of the Resources.LoadAsync function. + + Path to the target resource to load. + Type filter for objects returned. + + + + Override for customizing the behavior of the Resources.Unload function. + + + + + + Attribute for setting up RPC functions. + + + + + Option for who will receive an RPC, used by NetworkView.RPC. + + + + + Set RuntimeInitializeOnLoadMethod type. + + + + + Callback when all assemblies are loaded and preloaded assets are initialized. + + + + + After Scene is loaded. + + + + + Before Scene is loaded. + + + + + Immediately before the splash screen is shown. + + + + + Callback used for registration of subsystems + + + + + Allow a runtime class method to be initialized when a game is loaded at runtime + without action from the user. + + + + + Set RuntimeInitializeOnLoadMethod type. + + + + + Creation of the runtime class used when Scenes are loaded. + + Determine whether methods are called before or after the + Scene is loaded. + + + + Creation of the runtime class used when Scenes are loaded. + + Determine whether methods are called before or after the + Scene is loaded. + + + + The platform application is running. Returned by Application.platform. + + + + + In the player on the Apple's tvOS. + + + + + In the player on Android devices. + + + + + In the player on CloudRendering. + + + + + In the player on the iPhone. + + + + + In the Unity editor on Linux. + + + + + In the player on Linux. + + + + + In the server on Linux. + + + + + In the Dashboard widget on macOS. + + + + + In the Unity editor on macOS. + + + + + In the player on macOS. + + + + + In the server on macOS. + + + + + In the web player on macOS. + + + + + In the player on the Playstation 4. + + + + + In the player on the Playstation 5. + + + + + In the player on Stadia. + + + + + In the player on Nintendo Switch. + + + + + In the player on WebGL + + + + + In the Unity editor on Windows. + + + + + In the player on Windows. + + + + + In the server on Windows. + + + + + In the web player on Windows. + + + + + In the player on Windows Store Apps when CPU architecture is ARM. + + + + + In the player on Windows Store Apps when CPU architecture is X64. + + + + + In the player on Windows Store Apps when CPU architecture is X86. + + + + + In the player on Xbox One. + + + + + Scales render textures to support dynamic resolution if the target platform/graphics API supports it. + + + + + Height scale factor to control dynamic resolution. + + + + + Width scale factor to control dynamic resolution. + + + + + Function to resize all buffers marked as DynamicallyScalable. + + New scale factor for the width the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0. + New scale factor for the height the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0. + + + + This struct collects all the CreateScene parameters in to a single place. + + + + + See SceneManagement.LocalPhysicsMode. + + + + + Used when loading a Scene in a player. + + + + + Adds the Scene to the current loaded Scenes. + + + + + Closes all current loaded Scenes + and loads a Scene. + + + + + This struct collects all the LoadScene parameters in to a single place. + + + + + See LoadSceneMode. + + + + + See SceneManagement.LocalPhysicsMode. + + + + + Constructor for LoadSceneParameters. See SceneManager.LoadScene. + + See LoadSceneParameters.loadSceneMode. + + + + Provides options for 2D and 3D local physics. + + + + + No local 2D or 3D physics Scene will be created. + + + + + A local 2D physics Scene will be created and owned by the Scene. + + + + + A local 3D physics Scene will be created and owned by the Scene. + + + + + Run-time data structure for *.unity file. + + + + + Return the index of the Scene in the Build Settings. + + + + + Returns true if the Scene is modifed. + + + + + Returns true if the Scene is loaded. + + + + + Returns the name of the Scene that is currently active in the game or app. + + + + + Returns the relative path of the Scene. Like: "AssetsMyScenesMyScene.unity". + + + + + The number of root transforms of this Scene. + + + + + Returns all the root game objects in the Scene. + + + An array of game objects. + + + + + Returns all the root game objects in the Scene. + + A list which is used to return the root game objects. + + + + Whether this is a valid Scene. +A Scene may be invalid if, for example, you tried to open a Scene that does not exist. In this case, the Scene returned from EditorSceneManager.OpenScene would return False for IsValid. + + + Whether this is a valid Scene. + + + + + Returns true if the Scenes are equal. + + + + + + + Returns true if the Scenes are different. + + + + + + + Scene management at run-time. + + + + + Subscribe to this event to get notified when the active Scene has changed. + + Use a subscription of either a UnityAction<SceneManagement.Scene, SceneManagement.Scene> or a method that takes two SceneManagement.Scene types arguments. + + + + The total number of currently loaded Scenes. + + + + + Number of Scenes in Build Settings. + + + + + Add a delegate to this to get notifications when a Scene has loaded. + + Use a subscription of either a UnityAction<SceneManagement.Scene, SceneManagement.LoadSceneMode> or a method that takes a SceneManagement.Scene and a SceneManagement.LoadSceneMode. + + + + Add a delegate to this to get notifications when a Scene has unloaded. + + Use a subscription of either a UnityAction<SceneManagement.Scene> or a method that takes a SceneManagement.Scene type argument. + + + + Create an empty new Scene at runtime with the given name. + + The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes. + Various parameters used to create the Scene. + + A reference to the new Scene that was created, or an invalid Scene if creation failed. + + + + + Create an empty new Scene at runtime with the given name. + + The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes. + Various parameters used to create the Scene. + + A reference to the new Scene that was created, or an invalid Scene if creation failed. + + + + + Gets the currently active Scene. + + + The active Scene. + + + + + Returns an array of all the Scenes currently open in the hierarchy. + + + Array of Scenes in the Hierarchy. + + + + + Get the Scene at index in the SceneManager's list of loaded Scenes. + + Index of the Scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount. + + A reference to the Scene at the index specified. + + + + + Get a Scene struct from a build index. + + Build index as shown in the Build Settings window. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Searches through the Scenes loaded for a Scene with the given name. + + Name of Scene to find. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Searches all Scenes loaded for a Scene that has the given asset path. + + Path of the Scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options. + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options. + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Various parameters used to load the Scene. + + A handle to the Scene being loaded. + + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Various parameters used to load the Scene. + + A handle to the Scene being loaded. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + This will merge the source Scene into the destinationScene. + + The Scene that will be merged into the destination Scene. + Existing Scene to merge the source Scene into. + + + + Move a GameObject from its current Scene to a new Scene. + + GameObject to move. + Scene to move into. + + + + Set the Scene to be active. + + The Scene to be set. + + Returns false if the Scene is not loaded yet. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Derive from this base class to provide alternative implementations to the C# behavior of specific SceneManagement.SceneManager methods. + + + + + The specific SceneManagement.SceneManagerAPI instance to use to handle overridden SceneManagement.SceneManager methods. + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.sceneCountInBuildSettings function. + + + Number of Scenes handled by SceneManagement.SceneManagerApi.GetSceneByBuildIndex. + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.GetSceneByBuildIndex function. + + Build index as returned by SceneManagement.SceneManagerApi.GetNumScenesInBuildSettings. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Override for customizing the behavior of loading the first Scene in a stub player build. + + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.LoadScene and SceneManagement.SceneManager.LoadSceneAsync functions. + + + + + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.UnloadSceneAsync function. + + + + + + + + + + Scene and Build Settings related utilities. + + + + + Get the build index from a Scene path. + + Scene path (e.g: "AssetsScenesScene1.unity"). + + Build index. + + + + + Get the Scene path from a build index. + + + + Scene path (e.g "AssetsScenesScene1.unity"). + + + + + Scene unloading options passed to SceneManager.UnloadScene. + + + + + Unload the scene without any special options. + + + + + Unloads all objects that are loaded from the scene's serialized file. Without this flag, only GameObject and Components within the scene's hierarchy are unloaded. + +Note: Objects that are dynamically created during the build process can be embedded in the scene's serialized file. This can occur when asset types are created and referenced inside the scene's post-processor callback. Some examples of these types are textures, meshes, and scriptable objects. Assets from your assets folder are not embedded in the scene's serialized file. +Note: This flag does not unload assets which can be referenced by other scenes. + + + + + Provides access to display information. + + + + + Enables auto-rotation to landscape left + + + + + Enables auto-rotation to landscape right. + + + + + Enables auto-rotation to portrait. + + + + + Enables auto-rotation to portrait, upside down. + + + + + The current brightness of the screen. + + + + + The current screen resolution (Read Only). + + + + + Returns a list of screen areas that are not functional for displaying content (Read Only). + + + + + The current DPI of the screen / device (Read Only). + + + + + Enables full-screen mode for the application. + + + + + Set this property to one of the values in FullScreenMode to change the display mode of your application. + + + + + The current height of the screen window in pixels (Read Only). + + + + + Enable cursor locking + + + + + The display information associated with the display that the main application window is on. + + + + + The position of the top left corner of the main window relative to the top left corner of the display. + + + + + Specifies logical orientation of the screen. + + + + + Returns all full-screen resolutions that the monitor supports (Read Only). + + + + + Returns the safe area of the screen in pixels (Read Only). + + + + + Should the cursor be visible? + + + + + A power saving setting, allowing the screen to dim some time after the last active user interaction. + + + + + The current width of the screen window in pixels (Read Only). + + + + + Retrieves layout information about connected displays such as names, resolutions and refresh rates. + + Connected display information. + + + + Moves the main window to the specified position relative to the top left corner of the specified display. Position value is represented in pixels. Moving the window is an asynchronous operation, which can take multiple frames. + + The target display where the window should move to. + The position the window moves to. Relative to the top left corner of the specified display in pixels. + + Returns AsyncOperation that represents moving the window. + + + + + Switches the screen resolution. + + + + + + + + + + Switches the screen resolution. + + + + + + + + + + Switches the screen resolution. + + + + + + + + + + Switches the screen resolution. + + + + + + + + + + Describes screen orientation. + + + + + Auto-rotates the screen as necessary toward any of the enabled orientations. + + + + + Landscape orientation, counter-clockwise from the portrait orientation. + + + + + Landscape orientation, clockwise from the portrait orientation. + + + + + Portrait orientation. + + + + + Portrait orientation, upside down. + + + + + A class you can derive from if you want to create objects that don't need to be attached to game objects. + + + + + Creates an instance of a scriptable object. + + The type of the ScriptableObject to create, as the name of the type. + The type of the ScriptableObject to create, as a System.Type instance. + + The created ScriptableObject. + + + + + Creates an instance of a scriptable object. + + The type of the ScriptableObject to create, as the name of the type. + The type of the ScriptableObject to create, as a System.Type instance. + + The created ScriptableObject. + + + + + Creates an instance of a scriptable object. + + + The created ScriptableObject. + + + + + Ensure an assembly is always processed during managed code stripping. + + + + + API to control the garbage collector on the Mono and IL2CPP scripting backends. + + + + + The target duration of a collection step when performing incremental garbage collection. + + + + + Reports whether incremental garbage collection is enabled. + + + + + Perform incremental garbage collection for the duration specified by the nanoseconds parameter. + + The maximum number of nanoseconds to spend in garbage collection. + + Returns true if additional garbage collection work remains when the method returns and false if garbage collection is complete. Also returns false if incremental garbage collection is not enabled or is not supported on the current platform. + + + + + Set and get global garbage collector operation mode. + + + + + Subscribe to this event to get notified when GarbageCollector.GCMode changes. + + + + + + Garbage collector operation mode. + + + + + Disable garbage collector. + + + + + Enable garbage collector. + + + + + Disable automatic invokations of the garbage collector, but allow manually invokations. + + + + + PreserveAttribute prevents byte code stripping from removing a class, method, field, or property. + + + + + Only allowed on attribute types. If the attribute type is marked, then so too will all CustomAttributes of that type. + + + + + When the type is marked, all types derived from that type will also be marked. + + + + + When a type is marked, all interface implementations of the specified types will be marked. + + + + + When a type is marked, all of it's members with [RequiredMember] will be marked. + + + + + When the interface type is marked, all types implementing that interface will be marked. + + + + + This attribute can be attached to a component object field in order to have the ObjectField use the advanced Object Picker. + + + + + Search view flags used to open the Object Picker in various states. + + + + + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + + A list of Search Provider IDs that will be used to create the search context. + + + + + Initial search query used to open the Object Picker window. + + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search view flags used to open the Object Picker in various states. + + + + + Opens a search window without any borders. This is useful to open the search window as a popup window for a quick pick. + + + + + The Object Picker window will open centered in the main Editor window. + + + + + The Object Picker window will open in compact list view. + + + + + The Search Picker window reports debugging information while running queries. + + + + + This flag disables the ability to switch between text mode and builder mode. + + + + + This flag disables the use of the Inspector Preview in the Search Picker window. + + + + + When creating a new search window, this flag can be used to disable the saved search query side panel. + + + + + This flag enables the use of the Saved Searches workflow in the Search Picker window. + + + + + The Search Picker window will open in grid view. + + + + + The Search Picker window will hide the Search field. This means the user will not be able to edit the initial search query used to open the Search window. + + + + + The Search Picker window will open in list view. + + + + + The Search Picker window will ignore any indexed search entry while executing the search query. + + + + + The Search Picker window will be opened using default options. + + + + + This flag forces the picker to open in builder mode. + + + + + The Search Picker window will open with the Preview Inspector open. + + + + + This flag forces the picker to open in text mode. + + + + + The Search Picker window will open with the Saved Searches panel open. + + + + + The Search Picker window will include results from packages. + + + + + The Search Picker window will open in table view. + + + + + A class attribute that allows you to define label constraints on a MonoBehavior or ScriptableObject's field in the object selector. + + + + + The labels to match. + + + + + Boolean that indicates whether all labels, or only one of them, should match. Default is true. + + + + + Constructor used to declare the SearchService.ObjectSelectorHandlerWithLabelsAttribute on a field. + + An array of strings that represents the different labels to use as constraints. + This parameter specifies whether all labels must match, or only one of them must be present. + + + + Constructor used to declare the SearchService.ObjectSelectorHandlerWithLabelsAttribute on a field. + + An array of strings that represents the different labels to use as constraints. + This parameter specifies whether all labels must match, or only one of them must be present. + + + + A class attribute that allows you to define tag constraints on a MonoBehavior or ScriptableObject's field in the object selector. + + + + + The tags to match. Because a GameObject can only have one tag, only one of them must be present. + + + + + Constructor used to declare the SearchService.ObjectSelectorHandlerWithTagsAttribute on a field. + + An array of strings that represents the different tags to use as constraints. + + + + Encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture. + + + + + The shader property name of the secondary Sprite texture. Use this name to identify and sample the texture in the shader. + + + + + The texture to be used as a secondary Sprite texture. + + + + + Webplayer security related class. Not supported from 5.4.0 onwards. + + + + + Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + + + + + Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + + + + + Prefetch the webplayer socket security policy from a non-default port number. + + IP address of server. + Port from where socket policy is read. + Time to wait for response. + + + + Prefetch the webplayer socket security policy from a non-default port number. + + IP address of server. + Port from where socket policy is read. + Time to wait for response. + + + + Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking. + + + + + Options for how to send a message. + + + + + No receiver is required for SendMessage. + + + + + A receiver is required for SendMessage. + + + + + Use this attribute to rename a field without losing its serialized value. + + + + + The name of the field before the rename. + + + + + + + The name of the field before renaming. + + + + Force Unity to serialize a private field. + + + + + A that instructs Unity to serialize a field as a reference instead of as a value. + + + + + Shader scripts used for all rendering. + + + + + An array containing the global shader keywords that are currently enabled. + + + + + An array containing the global shader keywords that currently exist. This includes enabled and disabled global shader keywords. + + + + + Shader LOD level for all shaders. + + + + + Render pipeline currently in use. + + + + + Shader hardware tier classification for current device. + + + + + Can this shader run on the end-users graphics card? (Read Only) + + + + + The local keyword space of this shader. + + + + + Sets the limit on the number of shader variant chunks Unity loads and keeps in memory. + + + + + Shader LOD level for this shader. + + + + + Returns the number of shader passes on the active SubShader. + + + + + Render queue of this shader. (Read Only) + + + + + Returns the number of SubShaders in this shader. + + + + + Disables a global shader keyword. + + The Rendering.GlobalKeyword to disable. + The name of the Rendering.GlobalKeyword to disable. + + + + Disables a global shader keyword. + + The Rendering.GlobalKeyword to disable. + The name of the Rendering.GlobalKeyword to disable. + + + + Enables a global shader keyword. + + The Rendering.GlobalKeyword to enable. + The name of the Rendering.GlobalKeyword to enable. + + + + Enables a global shader keyword. + + The Rendering.GlobalKeyword to enable. + The name of the Rendering.GlobalKeyword to enable. + + + + Finds a shader with the given name. + + + + + + Searches for the tag specified by tagName on the shader's active SubShader and returns the value of the tag. + + The index of the pass. + The name of the tag. + + + + Searches for the tag specified by tagName on the SubShader specified by subshaderIndex and returns the value of the tag. + + The index of the SubShader. + The index of the pass. + The name of the tag. + + + + Finds the index of a shader property by its name. + + The name of the shader property. + + + + Searches for the tag specified by tagName on the SubShader specified by subshaderIndex and returns the value of the tag. + + The index of the SubShader. + The name of the tag. + + + + Find the name of a texture stack a texture belongs too. + + Index of the property. + On exit, contanis the name of the stack if one was found. + On exit, contains the stack layer index of the texture property. + + True, if a stack was found for the given texture property, false if not. + + + + + Returns the dependency shader. + + The name of the dependency to query. + + + + Gets a global color property for all shaders previously set using SetGlobalColor. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global color property for all shaders previously set using SetGlobalColor. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float property for all shaders previously set using SetGlobalFloat. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float property for all shaders previously set using SetGlobalFloat. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float array for all shaders previously set using SetGlobalFloatArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float array for all shaders previously set using SetGlobalFloatArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global float array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global float array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetGlobalFloat or GetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetGlobalFloat or GetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global integer property for all shaders previously set using SetGlobalInteger. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global integer property for all shaders previously set using SetGlobalInteger. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix property for all shaders previously set using SetGlobalMatrix. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix property for all shaders previously set using SetGlobalMatrix. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global matrix array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global matrix array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global texture property for all shaders previously set using SetGlobalTexture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global texture property for all shaders previously set using SetGlobalTexture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector property for all shaders previously set using SetGlobalVector. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector property for all shaders previously set using SetGlobalVector. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector array for all shaders previously set using SetGlobalVectorArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector array for all shaders previously set using SetGlobalVectorArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global vector array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global vector array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns the number of passes in the given SubShader. + + The index of the SubShader. + + + + Returns an array of strings containing attributes of the shader property at the specified index. + + The index of the shader property. + + + + Returns the number of properties in this Shader. + + + + + Returns the default float value of the shader property at the specified index. + + The index of the shader property. + + + + Returns the default Vector4 value of the shader property at the specified index. + + The index of the shader property. + + + + Returns the description string of the shader property at the specified index. + + The index of the shader property. + + + + Returns the ShaderPropertyFlags of the shader property at the specified index. + + The index of the shader property. + + + + Returns the name of the shader property at the specified index. + + The index of the shader property. + + + + Returns the nameId of the shader property at the specified index. + + The index of the shader property. + + + + Returns the min and max limits for a <a href="Rendering.ShaderPropertyType.Range.html">Range</a> property at the specified index. + + The index of the shader property. + + + + Returns the default Texture name of a <a href="Rendering.ShaderPropertyType.Texture.html">Texture</a> shader property at the specified index. + + The index of the shader property. + + + + Returns the TextureDimension of a <a href="Rendering.ShaderPropertyType.Texture.html">Texture</a> shader property at the specified index. + + The index of the shader property. + + + + Returns the ShaderPropertyType of the property at the specified index. + + The index of the shader property. + + + + Checks whether a global shader keyword is enabled. + + The Rendering.GlobalKeyword to check. + + Returns true if the given global shader keyword is enabled. Otherwise, returns false. + + + + + Checks whether a global shader keyword is enabled. + + The name of the Rendering.GlobalKeyword to check. + + Returns true if a global shader keyword with the given name exists, and is enabled. Otherwise, returns false. + + + + + Gets unique identifier for a shader property name. + + Shader property name. + + Unique integer for the name. + + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global color property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global color property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a global float property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + This method is deprecated. Use SetGlobalFloat or SetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + This method is deprecated. Use SetGlobalFloat or SetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global integer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global integer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global vector property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets the state of a global shader keyword. + + The Rendering.GlobalKeyword to enable or disable. + The desired keyword state. + + + + Prewarms all shader variants of all Shaders currently in memory. + + + + + ShaderVariantCollection records which shader variants are actually used in each shader. + + + + + Is this ShaderVariantCollection already warmed up? (Read Only) + + + + + Number of shaders in this collection (Read Only). + + + + + Number of total varians in this collection (Read Only). + + + + + Adds a new shader variant to the collection. + + Shader variant to add. + + False if already in the collection. + + + + + Remove all shader variants from the collection. + + + + + Checks if a shader variant is in the collection. + + Shader variant to check. + + True if the variant is in the collection. + + + + + Create a new empty shader variant collection. + + + + + Removes shader variant from the collection. + + Shader variant to add. + + False if was not in the collection. + + + + + Identifies a specific variant of a shader. + + + + + Array of shader keywords to use in this variant. + + + + + Pass type to use in this variant. + + + + + Shader to use in this variant. + + + + + Creates a ShaderVariant structure. + + + + + + + + Prewarms all shader variants in this shader variant collection. + + + + + The rendering mode of Shadowmask. + + + + + Static shadow casters will be rendered into real-time shadow maps. Shadowmasks and occlusion from Light Probes will only be used past the real-time shadow distance. + + + + + Static shadow casters won't be rendered into real-time shadow maps. All shadows from static casters are handled via Shadowmasks and occlusion from Light Probes. + + + + + The filters that Unity can use when it renders GameObjects in the shadow pass. + + + + + Renders all GameObjects. + + + + + Only renders GameObjects that do not include the Static Shadow Caster tag. + + + + + Only renders GameObjects that include the Static Shadow Caster tag. + + + + + Shadow projection type for. + + + + + Close fit shadow maps with linear fadeout. + + + + + Stable shadow maps with spherical fadeout. + + + + + Determines which type of shadows should be used. + + + + + Hard and Soft Shadows. + + + + + Disable Shadows. + + + + + Hard Shadows Only. + + + + + Default shadow resolution. + + + + + High shadow map resolution. + + + + + Low shadow map resolution. + + + + + Medium shadow map resolution. + + + + + Very high shadow map resolution. + + + + + The Skinned Mesh filter. + + + + + The bones used to skin the mesh. + + + + + Forces the Skinned Mesh to recalculate its matricies when rendered + + + + + The maximum number of bones per vertex that are taken into account during skinning. + + + + + The mesh used for skinning. + + + + + Specifies whether skinned motion vectors should be used for this renderer. + + + + + If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. + + + + + The intended target usage of the skinned mesh GPU vertex buffer. + + + + + Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the skinned mesh. + Whether to use the SkinnedMeshRenderer's Transform scale when baking the Mesh. If this is true, Unity bakes the Mesh using the position, rotation, and scale values from the SkinnedMeshRenderer's Transform. If this is false, Unity bakes the Mesh using the position and rotation values from the SkinnedMeshRenderer's Transform, but without using the scale value from the SkinnedMeshRenderer's Transform. The default value is false. + + + + Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the skinned mesh. + Whether to use the SkinnedMeshRenderer's Transform scale when baking the Mesh. If this is true, Unity bakes the Mesh using the position, rotation, and scale values from the SkinnedMeshRenderer's Transform. If this is false, Unity bakes the Mesh using the position and rotation values from the SkinnedMeshRenderer's Transform, but without using the scale value from the SkinnedMeshRenderer's Transform. The default value is false. + + + + Returns the weight of a BlendShape for this Renderer. + + The index of the BlendShape whose weight you want to retrieve. Index must be smaller than the Mesh.blendShapeCount of the Mesh attached to this Renderer. + + The weight of the BlendShape. + + + + + Retrieves a GraphicsBuffer that provides direct access to the GPU vertex buffer for this skinned mesh, for the previous frame. + + + The skinned mesh vertex buffer as a GraphicsBuffer. + + + + + Retrieves a GraphicsBuffer that provides direct access to the GPU vertex buffer for this skinned mesh, for the current frame. + + + The skinned mesh vertex buffer as a GraphicsBuffer. + + + + + Sets the weight of a BlendShape for this Renderer. + + The index of the BlendShape to modify. Index must be smaller than the Mesh.blendShapeCount of the Mesh attached to this Renderer. + The weight for this BlendShape. + + + + The maximum number of bones affecting a single vertex. + + + + + Chooses the number of bones from the number current QualitySettings. (Default) + + + + + Use only 1 bone to deform a single vertex. (The most important bone will be used). + + + + + Use 2 bones to deform a single vertex. (The most important bones will be used). + + + + + Use 4 bones to deform a single vertex. + + + + + Skin weights. + + + + + Four bones affect each vertex. + + + + + One bone affects each vertex. + + + + + Two bones affect each vertex. + + + + + An unlimited number of bones affect each vertex. + + + + + A script interface for the. + + + + + The material used by the skybox. + + + + + Constants for special values of Screen.sleepTimeout. + + + + + Prevent screen dimming. + + + + + Set the sleep timeout to whatever the user has specified in the system settings. + + + + + Defines the axes that can be snapped. + + + + + Snapping is available on all axes: x, y, and z. + + + + + No axes support snapping. + + + + + Snapping is available only on the \x\ axis. + + + + + Snapping is available only on the \y\ axis. + + + + + Snapping is available only on the \z\ axis. + + + + + Snap values to rounded increments. + + + + + Rounds value to the closest multiple of snap. + + The value to round. + The increment to round to. + + The rounded value. + + + + + Rounds value to the closest multiple of snap. + + The value to round. + The increment to round to. + + The rounded value. + + + + + Rounds value to the closest multiple of snap. + + The value to round. + The increment to round to. + Restrict snapping to the components on these axes. + + The rounded value. + + + + + SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer. + + + + + This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order. + + + + + Returns all the layers defined in this project. + + + + + Returns the name of the layer as defined in the TagManager. + + + + + This is the relative value that indicates the sort order of this layer relative to the other layers. + + + + + Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order. + + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + + + + + Returns the final sorting layer value. See Also: GetLayerValueFromID. + + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + + + + + Returns the unique id of the layer. Will return "<unknown layer>" if an invalid id is given. + + The unique id of the layer. + + The name of the layer with id or "<unknown layer>" for invalid id. + + + + + Returns true if the id provided is a valid layer id. + + The unique id of a layer. + + True if the id provided is valid and assigned to a layer. + + + + + Returns the id given the name. Will return 0 if an invalid name was given. + + The name of the layer. + + The unique id of the layer with name. + + + + + The coordinate space in which to operate. + + + + + Applies transformation relative to the local coordinate system. + + + + + Applies transformation relative to the world coordinate system. + + + + + Use this PropertyAttribute to add some spacing in the Inspector. + + + + + The spacing in pixels. + + + + + Use this DecoratorDrawer to add some spacing in the Inspector. + + The spacing in pixels. + + + + Class for handling Sparse Textures. + + + + + Is the sparse texture actually created? (Read Only) + + + + + Get sparse texture tile height (Read Only). + + + + + Get sparse texture tile width (Read Only). + + + + + Create a sparse texture. + + Texture width in pixels. + Texture height in pixels. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). + Texture Format. + + + + Create a sparse texture. + + Texture width in pixels. + Texture height in pixels. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). + Texture Format. + + + + Unload sparse texture tile. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + + + + Update sparse texture tile with color values. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile color data. + + + + Update sparse texture tile with raw pixel values. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile raw pixel data. + + + + Represents a Sprite object for use in 2D gameplay. + + + + + Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1. + +Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression. + + + + + Returns the border sizes of the sprite. + + + + + Bounds of the Sprite, specified by its center and extents in world space units. + + + + + Returns true if this Sprite is packed in an atlas. + + + + + If Sprite is packed (see Sprite.packed), returns its SpritePackingMode. + + + + + If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation. + + + + + Location of the Sprite's center point in the Rect on the original Texture, specified in pixels. + + + + + The number of pixels in the sprite that correspond to one unit in world space. (Read Only) + + + + + Location of the Sprite on the original Texture, specified in pixels. + + + + + The Variant scale of texture used by the Sprite. This is useful to check when a Variant SpriteAtlas is being used by Sprites. + + + + + Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite. + + + + + Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas. + + + + + Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero. + + + + + Returns a copy of the array containing sprite mesh triangles. + + + + + The base texture coordinates of the sprite mesh. + + + + + Returns a copy of the array containing sprite mesh vertex positions. + + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Gets a physics shape from the Sprite by its index. + + The index of the physics shape to retrieve. + An ordered list of the points in the selected physics shape to store points in. + + The number of points stored in the given list. + + + + + The number of physics shapes for the Sprite. + + + The number of physics shapes for the Sprite. + + + + + The number of points in the selected physics shape for the Sprite. + + The index of the physics shape to retrieve the number of points from. + + The number of points in the selected physics shape for the Sprite. + + + + + Sets up new Sprite geometry. + + Array of vertex positions in Sprite Rect space. + Array of sprite mesh triangle indices. + + + + Sets up a new Sprite physics shape. + + A multidimensional list of points in Sprite.rect space denoting the physics shape outlines. + + + + How a Sprite's graphic rectangle is aligned with its pivot point. + + + + + Pivot is at the center of the bottom edge of the graphic rectangle. + + + + + Pivot is at the bottom left corner of the graphic rectangle. + + + + + Pivot is at the bottom right corner of the graphic rectangle. + + + + + Pivot is at the center of the graphic rectangle. + + + + + Pivot is at a custom position within the graphic rectangle. + + + + + Pivot is at the center of the left edge of the graphic rectangle. + + + + + Pivot is at the center of the right edge of the graphic rectangle. + + + + + Pivot is at the center of the top edge of the graphic rectangle. + + + + + Pivot is at the top left corner of the graphic rectangle. + + + + + Pivot is at the top right corner of the graphic rectangle. + + + + + SpriteRenderer draw mode. + + + + + Displays the full sprite. + + + + + The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will scale. + + + + + The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will tile. + + + + + This enum controls the mode under which the sprite will interact with the masking system. + + + + + The sprite will not interact with the masking system. + + + + + The sprite will be visible only in areas where a mask is present. + + + + + The sprite will be visible only in areas where no mask is present. + + + + + Defines the type of mesh generated for a sprite. + + + + + Rectangle mesh equal to the user specified sprite size. + + + + + Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible. + + + + + Sprite packing modes for the Sprite Packer. + + + + + Alpha-cropped ractangle packing. + + + + + Tight mesh based packing. + + + + + Sprite rotation modes for the Sprite Packer. + + + + + Any rotation. + + + + + Sprite is flipped horizontally when packed. + + + + + Sprite is flipped vertically when packed. + + + + + No rotation. + + + + + Sprite is rotated 180 degree when packed. + + + + + Renders a Sprite for 2D graphics. + + + + + The current threshold for Sprite Renderer tiling. + + + + + Rendering color for the Sprite graphic. + + + + + The current draw mode of the Sprite Renderer. + + + + + Flips the sprite on the X axis. + + + + + Flips the sprite on the Y axis. + + + + + Specifies how the sprite interacts with the masks. + + + + + Property to set or get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.Sliced or SpriteDrawMode.Tiled. + + + + + The Sprite to render. + + + + + Determines the position of the Sprite used for sorting the SpriteRenderer. + + + + + The current tile mode of the Sprite Renderer. + + + + + Registers a callback to receive a notification when the SpriteRenderer's Sprite reference changes. + + The callback to invoke when the SpriteRenderer's Sprite reference changes. + + + + Removes a callback (that receives a notification when the Sprite reference changes) that was previously registered to a SpriteRenderer. + + The callback to be removed. + + + + Helper utilities for accessing Sprite data. + + + + + Inner UV's of the Sprite. + + + + + + Minimum width and height of the Sprite. + + + + + + Outer UV's of the Sprite. + + + + + + Return the padding on the sprite. + + + + + + Determines the position of the Sprite used for sorting the Renderer. + + + + + The center of the Sprite is used as the point for sorting the Renderer. + + + + + The pivot of the Sprite is used as the point for sorting the Renderer. + + + + + Tiling mode for SpriteRenderer.tileMode. + + + + + Sprite Renderer tiles the sprite once the Sprite Renderer size is above SpriteRenderer.adaptiveModeThreshold. + + + + + Sprite Renderer tiles the sprite continuously when is set to SpriteRenderer.tileMode. + + + + + Stack trace logging options. + + + + + Native and managed stack trace will be logged. + + + + + No stack trace will be outputed to log. + + + + + Only managed stack trace will be outputed. + + + + + StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. + + + + + Combines all children GameObjects of the staticBatchRoot for static batching. + + The GameObject that should become the root of the combined batch. + + + + SCombines all GameObjects in gos for static batching and treats staticBatchRoot as the root. + + The GameObjects to prepare for static batching. + The GameObject that should become the root of the combined batch. + + + + Enum values for the Camera's targetEye property. + + + + + Render both eyes to the HMD. + + + + + Render only the Left eye to the HMD. + + + + + Do not render either eye to the HMD. + + + + + Render only the right eye to the HMD. + + + + + Access system and hardware information. + + + + + The current battery level (Read Only). + + + + + Returns the current status of the device's battery (Read Only). + + + + + Size of the compute thread group that supports efficient memory sharing on the GPU (Read Only). + + + + + Minimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer. + + + + + Support for various Graphics.CopyTexture cases (Read Only). + + + + + The model of the device (Read Only). + + + + + The user defined name of the device (Read Only). + + + + + Returns the kind of device the application is running on (Read Only). + + + + + A unique device identifier. It is guaranteed to be unique for every device (Read Only). + + + + + The identifier code of the graphics device (Read Only). + + + + + The name of the graphics device (Read Only). + + + + + The graphics API type used by the graphics device (Read Only). + + + + + The vendor of the graphics device (Read Only). + + + + + The identifier code of the graphics device vendor (Read Only). + + + + + The graphics API type and driver version used by the graphics device (Read Only). + + + + + Amount of video memory present (Read Only). + + + + + Is graphics device using multi-threaded rendering (Read Only)? + + + + + Graphics device shader capability level (Read Only). + + + + + Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. + + + + + Returns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions. + + + + + True if the GPU supports hidden surface removal. + + + + + Returns true if the GPU supports partial mipmap chains (Read Only). + + + + + Returns a bitwise combination of HDRDisplaySupportFlags describing the support for HDR displays on the system. + + + + + Returns the maximum anisotropic level for anisotropic filtering that is supported on the device. + + + + + Determines how many compute buffers Unity supports simultaneously in a compute shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a domain shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a fragment shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a geometry shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a hull shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a vertex shader for reading. (Read Only) + + + + + The largest total number of invocations in a single local work group that can be dispatched to a compute shader (Read Only). + + + + + The maximum number of work groups that a compute shader can use in X dimension (Read Only). + + + + + The maximum number of work groups that a compute shader can use in Y dimension (Read Only). + + + + + The maximum number of work groups that a compute shader can use in Z dimension (Read Only). + + + + + Maximum Cubemap texture size (Read Only). + + + + + The maximum size of a graphics buffer (GraphicsBuffer, ComputeBuffer, vertex/index buffer, etc.) in bytes (Read Only). + + + + + Maximum 3D Texture size (Read Only). + + + + + Maximum number of slices in a Texture array (Read Only). + + + + + Maximum texture size (Read Only). + + + + + Obsolete - use SystemInfo.constantBufferOffsetAlignment instead. Minimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer. + + + + + What NPOT (non-power of two size) texture support does the GPU provide? (Read Only) + + + + + Operating system name with version (Read Only). + + + + + Returns the operating system family the game is running on (Read Only). + + + + + Number of processors present (Read Only). + + + + + Processor frequency in MHz (Read Only). + + + + + Processor name (Read Only). + + + + + Application's actual rendering threading mode (Read Only). + + + + + The maximum number of random write targets (UAV) that Unity supports simultaneously. (Read Only) + + + + + How many simultaneous render targets (MRTs) are supported? (Read Only) + + + + + Are 2D Array textures supported? (Read Only) + + + + + Are 32-bit index buffers supported? (Read Only) + + + + + Are 3D (volume) RenderTextures supported? (Read Only) + + + + + Are 3D (volume) textures supported? (Read Only) + + + + + Is an accelerometer available on the device? + + + + + Returns true when anisotropic filtering is supported on the device. + + + + + Returns true when the platform supports asynchronous compute queues and false if otherwise. + + + + + Returns true if asynchronous readback of GPU data is available for this device and false otherwise. + + + + + Is there an Audio device available for playback? (Read Only) + + + + + Are compressed formats for 3D (volume) textures supported? (Read Only). + + + + + Are compute shaders supported? (Read Only) + + + + + Is conservative rasterization supported? (Read Only) + + + + + Are Cubemap Array textures supported? (Read Only) + + + + + Are geometry shaders supported? (Read Only) + + + + + This functionality is deprecated, and should no longer be used. Please use SystemInfo.supportsGraphicsFence. + + + + + Specifies whether the current platform supports the GPU Recorder or not. (Read Only). + + + + + Returns true when the platform supports GraphicsFences, and false if otherwise. + + + + + Is a gyroscope available on the device? + + + + + Does the hardware support quad topology? (Read Only) + + + + + Are image effects supported? (Read Only) + + + + + Is GPU draw call instancing supported? (Read Only) + + + + + Is the device capable of reporting its location? + + + + + Is streaming of texture mip maps supported? (Read Only) + + + + + Whether motion vectors are supported on this platform. + + + + + Returns true if multisampled textures are resolved automatically + + + + + Boolean that indicates whether multisampled texture arrays are supported (true if supported, false if not supported). + + + + + Are multisampled textures supported? (Read Only) + + + + + Returns true if the platform supports multisample resolve of depth textures. + + + + + Boolean that indicates whether Multiview is supported (true if supported, false if not supported). (Read Only) + + + + + Is sampling raw depth from shadowmaps supported? (Read Only) + + + + + Checks if ray tracing is supported by the current configuration. + + + + + Boolean that indicates if SV_RenderTargetArrayIndex can be used in a vertex shader (true if it can be used, false if not). + + + + + Are render textures supported? (Read Only) + + + + + Are cubemap render textures supported? (Read Only) + + + + + Returns true when the platform supports different blend modes when rendering to multiple render targets, or false otherwise. + + + + + Does the current renderer support binding constant buffers directly? (Read Only) + + + + + Are built-in shadows supported? (Read Only) + + + + + Are sparse textures supported? (Read Only) + + + + + Is the stencil buffer supported? (Read Only) + + + + + This property is true if the graphics API of the target build platform takes RenderBufferStoreAction.StoreAndResolve into account, false if otherwise. + + + + + Are tessellation shaders supported? (Read Only) + + + + + Returns true if the 'Mirror Once' texture wrap mode is supported. (Read Only) + + + + + Is the device capable of providing the user haptic feedback by vibration? + + + + + Amount of system memory present (Read Only). + + + + + Value returned by SystemInfo string properties which are not supported on the current platform. + + + + + True if the Graphics API takes RenderBufferLoadAction and RenderBufferStoreAction into account, false if otherwise. + + + + + This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only) + + + + + Returns a format supported by the platform for the specified usage. + + The Experimental.Rendering.GraphicsFormat format to look up. + The Experimental.Rendering.FormatUsage usage to look up. + + Returns a format supported by the platform. If no equivalent or compatible format is supported, the function returns GraphicsFormat.None. + + + + + Returns the platform-specific GraphicsFormat that is associated with the DefaultFormat. + + The DefaultFormat format to look up. + + + + Checks if the target platform supports the MSAA samples count in the RenderTextureDescriptor argument. + + The RenderTextureDescriptor to check. + + If the target platform supports the given MSAA samples count of RenderTextureDescriptor, returns the given MSAA samples count. Otherwise returns a lower fallback MSAA samples count value that the target platform supports. + + + + + Verifies that the specified graphics format is supported for the specified usage. + + The Experimental.Rendering.GraphicsFormat format to look up. + The Experimental.Rendering.FormatUsage usage to look up. + + Returns true if the format is supported for the specific usage. Returns false otherwise. + + + + + Is blending supported on render texture format? + + The format to look up. + + True if blending is supported on the given format. + + + + + Tests if a RenderTextureFormat can be used with RenderTexture.enableRandomWrite. + + The format to look up. + + True if the format can be used for random access writes. + + + + + Is render texture format supported? + + The format to look up. + + True if the format is supported. + + + + + Is texture format supported on this device? + + The TextureFormat format to look up. + + True if the format is supported. + + + + + Indicates whether the given combination of a vertex attribute format and dimension is supported on this device. + + The VertexAttributeFormat format to look up. + The dimension of vertex data to check for. + + True if the format with the given dimension is supported. + + + + + The language the user's operating system is running in. Returned by Application.systemLanguage. + + + + + Afrikaans. + + + + + Arabic. + + + + + Basque. + + + + + Belarusian. + + + + + Bulgarian. + + + + + Catalan. + + + + + Chinese. + + + + + ChineseSimplified. + + + + + ChineseTraditional. + + + + + Czech. + + + + + Danish. + + + + + Dutch. + + + + + English. + + + + + Estonian. + + + + + Faroese. + + + + + Finnish. + + + + + French. + + + + + German. + + + + + Greek. + + + + + Hebrew. + + + + + Hungarian. + + + + + Icelandic. + + + + + Indonesian. + + + + + Italian. + + + + + Japanese. + + + + + Korean. + + + + + Latvian. + + + + + Lithuanian. + + + + + Norwegian. + + + + + Polish. + + + + + Portuguese. + + + + + Romanian. + + + + + Russian. + + + + + Serbo-Croatian. + + + + + Slovak. + + + + + Slovenian. + + + + + Spanish. + + + + + Swedish. + + + + + Thai. + + + + + Turkish. + + + + + Ukrainian. + + + + + Unknown. + + + + + Vietnamese. + + + + + Describes the interface for the code coverage data exposed by mono. + + + + + Enables or disables code coverage. Note that Code Coverage can affect the performance. + + + Returns true if code coverage is enabled; otherwise, returns false. + + + + + Returns the coverage sequence points for the method you specify. See CoveredSequencePoint for more information about the coverage data this method returns. + + The method to get the sequence points for. + + Array of sequence points. + + + + + Returns the coverage summary for the specified method. See CoveredMethodStats for more information about the coverage statistics returned by this method. + + The method to get coverage statistics for. + + Coverage summary. + + + + + Returns an array of coverage summaries for the specified array of methods. + + The array of methods. + + Array of coverage summaries. + + + + + Returns an array of coverage summaries for the specified type. + + The type. + + Array of coverage summaries. + + + + + Returns the coverage summary for all methods that have been called since either the Unity process was started or Coverage.ResetAll() has been called. + + + Array of coverage summaries. + + + + + Resets all coverage data. + + + + + Resets the coverage data for the specified method. + + The method. + + + + Describes the summary of the code coverage for the specified method used by TestTools.Coverage. For an example of typical usage, see TestTools.Coverage.GetStatsFor. + + + + + The covered method. + + + + + The total number of sequence points in the method. + + + + + The total number of uncovered sequence points in the method. + + + + + Describes a covered sequence point used by TestTools.Coverage. For an example of typical usage, see TestTools.Coverage.GetSequencePointsFor. + + + + + The column number of the line of the file that contains the sequence point. + + + + + The name of the file that contains the sequence point. + + + + + The number of times the sequence point has been visited. + + + + + The offset in bytes from the start of the method to the first Intermediate Language instruction of this sequence point. + + + + + The line number of the file that contains the sequence point. + + + + + The method covered by the sequence point. + + + + + Allows you to exclude an Assembly, Class, Constructor, Method or Struct from TestTools.Coverage. + + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + + + + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + + The minimum amount of lines the text area will use. + + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + Represents a raw text or binary file asset. + + + + + The raw bytes of the text asset. (Read Only) + + + + + The size of the text asset data in bytes. (Read Only) + + + + + The text contents of the file as a string. (Read Only) + + + + + Create a new TextAsset with the specified text contents. + +This constructor creates a TextAsset, which is not the same as a plain text file. When saved to disk using the AssetDatabase class, the TextAsset should be saved with the .asset extension. + + The text contents for the TextAsset. + + + + Gets raw text asset data. + + + A reference to an array in native code that provides access to the raw asset data. + + + + + Returns the contents of the TextAsset. + + + + + Base class for Texture handling. + + + + + Allow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread). + + + + + Defines the anisotropic filtering level of the Texture. + + + + + The amount of memory that all Textures in the scene use. + + + + + The total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the which reduces the loaded Texture resolution if the Texture sizes exceed its value. The `desiredTextureMemory` value takes into account the mipmap levels that Unity has requested or that you have set manually. + +For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the `desiredTextureMemory` value to match the total memory needed. + +The `desiredTextureMemory` value can be greater than the `targetTextureMemory` value. + + + + + + Dimensionality (type) of the Texture (Read Only). + + + + + Filtering mode of the Texture. + + + + + Returns the GraphicsFormat format or color format of a Texture object. + + + + + Height of the Texture in pixels (Read Only). + + + + + The hash value of the Texture. + + + + + Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory. + + + + + The mipmap bias of the Texture. + + + + + How many mipmap levels are in this Texture (Read Only). + + + + + The number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + The amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + How many times has a Texture been uploaded due to Texture mipmap streaming. + + + + + Number of renderers registered with the Texture streaming system. + + + + + Number of streaming Textures. + + + + + This property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory. + + + + + Force streaming Textures to load all mipmap levels. + + + + + Number of streaming Textures with mipmaps currently loading. + + + + + Number of streaming Textures with outstanding mipmaps to be loaded. + + + + + The total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the and finishes loading Textures. `targetTextureMemory`also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0. + +This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the`Texture2D.requestedMipmapLevel` manually. + +To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`. + +`totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + This counter is incremented when the Texture is updated. + + + + + Width of the Texture in pixels (Read Only). + + + + + Texture coordinate wrapping mode. + + + + + Texture U coordinate wrapping mode. + + + + + Texture V coordinate wrapping mode. + + + + + Texture W coordinate wrapping mode for Texture3D. + + + + + Can be used with Texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1. + + + + + Retrieve a native (underlying graphics API) pointer to the Texture resource. + + + Pointer to an underlying graphics API Texture resource. + + + + + Increment the update counter. + + + + + Sets Anisotropic limits. + + + + + + + This function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system. + + + + + Class that represents textures in C# code. + + + + + Indicates whether this texture was imported with TextureImporter.alphaIsTransparency enabled. This setting is available only in the Editor scripts. Note that changing this setting will have no effect; it must be enabled in TextureImporter instead. + + + + + Gets a small Texture with all black pixels. + + + + + The mipmap level calculated by the streaming system, which takes into account the streaming Cameras and the location of the objects containing this Texture. This is unaffected by requestedMipmapLevel or minimumMipmapLevel. + + + + + The mipmap level that the streaming system would load before memory budgets are applied. + + + + + The format of the pixel data in the texture (Read Only). + + + + + Gets a small Texture with all gray pixels. + + + + + This property causes a texture to ignore the QualitySettings.masterTextureLimit. + + + + + Gets a small Texture with all gray pixels. + + + + + The mipmap level that is currently loaded by the streaming system. + + + + + The mipmap level that the mipmap streaming system is in the process of loading. + + + + + Restricts the mipmap streaming system to a minimum mip level for this Texture. + + + + + Gets a small Texture with pixels that represent surface normal vectors at a neutral position. + + + + + Gets a small Texture with all red pixels. + + + + + The mipmap level to load. + + + + + Determines whether mipmap streaming is enabled for this Texture. + + + + + Sets the relative priority for this Texture when reducing memory size to fit within the memory budget. + + + + + Returns true if the VTOnly checkbox was checked when the texture was imported; otherwise returns false. For additional information, see TextureImporter.vtOnly. + + + + + Gets a small Texture with all white pixels. + + + + + Actually apply all previous SetPixel and SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Resets the minimumMipmapLevel field. + + + + + Resets the requestedMipmapLevel field. + + + + + Compress texture at runtime to DXT/BCn or ETC formats. + + + + + + Creates a Unity Texture out of an externally created native texture object. + + Native 2D texture object. + Width of texture in pixels. + Height of texture in pixels. + Format of underlying texture object. + Does the texture have mipmaps? + Is texture using linear color space? + + + + + Create a new empty texture. + + + + + + + + + + Create a new empty texture. + + + + + + + + + + Create a new empty texture. + + + + + + + + + + Create a new empty texture. + + + + + + + + + + Flags used to control the encoding to an EXR file. + + + + + This texture will use Wavelet compression. This is best used for grainy images. + + + + + The texture will use RLE (Run Length Encoding) EXR compression format (similar to Targa RLE compression). + + + + + The texture will use the EXR ZIP compression format. + + + + + No flag. This will result in an uncompressed 16-bit float EXR file. + + + + + The texture will be exported as a 32-bit float EXR file (default is 16-bit). + + + + + Packs a set of rectangles into a square atlas, with optional padding between rectangles. + + An array of rectangle dimensions. + Amount of padding to insert between adjacent rectangles in the atlas. + The size of the atlas. + If the function succeeds, Unity populates this with the packed rectangles. + + Returns true if the function succeeds. Otherwise, returns false. + + + + + Returns pixel color at coordinates (x, y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Returns pixel color at coordinates (x, y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Returns filtered pixel color at normalized coordinates (u, v). + + U coordinate of the sample. + V coordinate of the sample. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Returns filtered pixel color at normalized coordinates (u, v). + + U coordinate of the sample. + V coordinate of the sample. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + + View into the texture system memory data buffer. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the the pixel color data for a given area of a given mip level. The colors are represented by Color structs. + + The x position of the pixel array to fetch. + The y position of the pixel array to fetch. + The width length of the pixel array to fetch. + The height length of the pixel array to fetch. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the the pixel color data for a given area of a given mip level. The colors are represented by Color structs. + + The x position of the pixel array to fetch. + The y position of the pixel array to fetch. + The width length of the pixel array to fetch. + The height length of the pixel array to fetch. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Get raw data from a texture for reading or writing. + + + Raw texture data view. + + + + + Get raw data from a texture. + + + Raw texture data as a byte array. + + + + + Checks to see whether the mipmap level set by requestedMipmapLevel has finished loading. + + + True if the mipmap level requested by requestedMipmapLevel has finished loading. + + + + + Fills texture pixels with raw preformatted data. + + Raw data array to initialize texture pixels with. + Size of data in bytes. + + + + Fills texture pixels with raw preformatted data. + + Raw data array to initialize texture pixels with. + Size of data in bytes. + + + + Fills texture pixels with raw preformatted data. + + Raw data array to initialize texture pixels with. + Size of data in bytes. + + + + Packs multiple Textures into a texture atlas. + + Array of textures to pack into the atlas. + Padding in pixels between the packed textures. + Maximum size of the resulting texture. + Should the texture be marked as no longer readable? + + An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails. + + + + + Reads the pixels from the current render target (the screen, or a RenderTexture), and writes them to the texture. + + The region of the render target to read from. + The horizontal pixel position in the texture to write the pixels to. + The vertical pixel position in the texture to write the pixels to. + If this parameter is true, Unity automatically recalculates the mipmaps for the texture after writing the pixel data. Otherwise, Unity does not do this automatically. + + + + Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture. This action also clears the pixel data associated with the texture from the CPU and GPU. +This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one. +It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See for more information about compressed and crunched textures. +Call Apply to upload the changed pixels to the graphics card. +Texture.isReadable must be true. + + New width of the Texture. + New height of the Texture. + New format of the Texture. + Indicates if the Texture should reserve memory for a full mip map chain. + + Returns true if the reinitialization was a success. + + + + + Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture. This action also clears the pixel data associated with the texture from the CPU and GPU. +This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one. +It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See for more information about compressed and crunched textures. +Call Apply to upload the changed pixels to the graphics card. +Texture.isReadable must be true. + + New width of the Texture. + New height of the Texture. + New format of the Texture. + Indicates if the Texture should reserve memory for a full mip map chain. + + Returns true if the reinitialization was a success. + + + + + Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture. This action also clears the pixel data associated with the texture from the CPU and GPU. +This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one. +It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See for more information about compressed and crunched textures. +Call Apply to upload the changed pixels to the graphics card. +Texture.isReadable must be true. + + New width of the Texture. + New height of the Texture. + New format of the Texture. + Indicates if the Texture should reserve memory for a full mip map chain. + + Returns true if the reinitialization was a success. + + + + + Resizes the texture. + + + + + + + + + Resizes the texture. + + + + + + + Sets pixel color at coordinates (x,y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to sample, must be in the range [0, mipCount[. + + + + Sets pixel color at coordinates (x,y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to sample, must be in the range [0, mipCount[. + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Set a block of pixel colors. + + The array of pixel colours to assign (a 2D image flattened to a 1D array). + The mip level of the texture to write to. + + + + Set a block of pixel colors. + + The mip level of the texture to write to. + + + + + + + + + Set a block of pixel colors. + + Pixel values to assign to the Texture. + Mip level of the Texture passed in pixel values. + + + + Set a block of pixel colors. + + Pixel values to assign to the Texture. + Mip level of the Texture passed in pixel values. + + + + Set a block of pixel colors. + + + + + + + + + + + Set a block of pixel colors. + + + + + + + + + + + Updates Unity texture to use different native texture object. + + Native 2D texture object. + + + + Class for handling 2D texture arrays. + + + + + Read Only. This property is used as a parameter in some overloads of the CommandBuffer.Blit, Graphics.Blit, CommandBuffer.SetRenderTarget, and Graphics.SetRenderTarget methods to indicate that all texture array slices are bound. The value of this property is -1. + + + + + Number of elements in a texture array (Read Only). + + + + + Texture format (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Format of the texture. + Should mipmaps be created? + Amount of mips to allocate for the texture array. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Format of the texture. + Should mipmaps be created? + Amount of mips to allocate for the texture array. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Format of the texture. + Should mipmaps be created? + Amount of mips to allocate for the texture array. + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + The array slice to reference. + + The view into the texture system memory data buffer. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given slice. The colors are represented by Color structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given slice. The colors are represented by Color structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data for a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data for a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Class for handling 3D Textures, Use this to create. + + + + + The depth of the texture (Read Only). + + + + + The format of the pixel data in the texture (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + Whether to discard the copy of pixel data in CPU-addressable memory after this operation. + + + + Creates Unity Texture out of externally created native texture object. + + Native 3D texture object. + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels + Format of underlying texture object. + Does the texture have mipmaps? + + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps. + External native texture pointer to use. Defaults to generating its own internal native texture. + Amount of mipmaps to allocate for the texture. + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps. + External native texture pointer to use. Defaults to generating its own internal native texture. + Amount of mipmaps to allocate for the texture. + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps. + External native texture pointer to use. Defaults to generating its own internal native texture. + Amount of mipmaps to allocate for the texture. + + + + Returns the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The mipmap level to be accessed. + + The color of the pixel. + + + + + Returns the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The mipmap level to be accessed. + + The color of the pixel. + + + + + Returns the filtered pixel color that represents one mip level of the 3D texture at normalized coordinates (u,v,w). + + U normalized coordinate to access a pixel. + V normalized coordinate to access a pixel. + W normalized coordinate to access a pixel. + The mipmap level to be accessed. + + The colors to return by bilinear filtering. + + + + + Returns the filtered pixel color that represents one mip level of the 3D texture at normalized coordinates (u,v,w). + + U normalized coordinate to access a pixel. + V normalized coordinate to access a pixel. + W normalized coordinate to access a pixel. + The mipmap level to be accessed. + + The colors to return by bilinear filtering. + + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + + View into the texture system memory data buffer. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Sets the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Updates Unity texture to use different native texture object. + + Native 3D texture object. + + + + Format used when creating textures from scripts. + + + + + Alpha-only texture format, 8 bit integer. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + A 16 bits/pixel texture format. Texture stores color with an alpha channel. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format. + + + + + Compressed one channel (R) texture format. + + + + + Compressed two-channel (RG) texture format. + + + + + HDR compressed color texture format. + + + + + High quality compressed color texture format. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + Compressed color texture format. + + + + + Compressed color texture format with Crunch compression for smaller storage sizes. + + + + + Compressed color with alpha channel texture format. + + + + + Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes. + + + + + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format. + + + + + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format. + + + + + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format. + + + + + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format. + + + + + ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC 4 bits/pixel compressed RGB texture format. + + + + + Compressed color texture format with Crunch compression for smaller storage sizes. + + + + + ETC 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format. + + + + + ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format. + + + + + ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format. + + + + + Compressed color with alpha channel texture format using Crunch compression for smaller storage sizes. + + + + + PowerVR (iOS) 2 bits/pixel compressed color texture format. + + + + + PowerVR (iOS) 4 bits/pixel compressed color texture format. + + + + + PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format. + + + + + PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format. + + + + + Single channel (R) texture format, 16 bit integer. + + + + + Single channel (R) texture format, 8 bit integer. + + + + + Scalar (R) texture format, 32 bit floating point. + + + + + Two color (RG) texture format, 8-bits per channel. + + + + + Two channel (RG) texture format, 16 bit integer per channel. + + + + + Color texture format, 8-bits per channel. + + + + + Three channel (RGB) texture format, 16 bit integer per channel. + + + + + A 16 bit color texture format. + + + + + RGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + Color and alpha texture format, 4 bit per channel. + + + + + Four channel (RGBA) texture format, 16 bit integer per channel. + + + + + RGB color and alpha texture format, 32-bit floats per channel. + + + + + RGB color and alpha texture format, 16 bit floating point per channel. + + + + + Two color (RG) texture format, 32 bit floating point per channel. + + + + + Two color (RG) texture format, 16 bit floating point per channel. + + + + + Scalar (R) texture format, 16 bit floating point. + + + + + A format that uses the YUV color space and is often used for video encoding or playback. + + + + + Wrap mode for textures. + + + + + Clamps the texture to the last pixel at the edge. + + + + + Tiles the texture, creating a repeating pattern by mirroring it at every integer boundary. + + + + + Mirrors the texture once, then clamps to edge pixels. + + + + + Tiles the texture, creating a repeating pattern. + + + + + Priority of a thread. + + + + + Below normal thread priority. + + + + + Highest thread priority. + + + + + Lowest thread priority. + + + + + Normal thread priority. + + + + + Provides an interface to get time information from Unity. + + + + + Slows your application’s playback time to allow Unity to save screenshots in between frames. + + + + + The reciprocal of Time.captureDeltaTime. + + + + + The interval in seconds from the last frame to the current one (Read Only). + + + + + The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed. + + + + + The time since the last MonoBehaviour.FixedUpdate started (Read Only). This is the time in seconds since the start of the game. + + + + + The double precision time since the last MonoBehaviour.FixedUpdate started (Read Only). This is the time in seconds since the start of the game. + + + + + The timeScale-independent interval in seconds from the last MonoBehaviour.FixedUpdate phase to the current one (Read Only). + + + + + The timeScale-independent time at the beginning of the last MonoBehaviour.FixedUpdate phase (Read Only). This is the time in seconds since the start of the game. + + + + + The double precision timeScale-independent time at the beginning of the last MonoBehaviour.FixedUpdate (Read Only). This is the time in seconds since the start of the game. + + + + + The total number of frames since the start of the game (Read Only). + + + + + Returns true if called inside a fixed time step callback (like MonoBehaviour's MonoBehaviour.FixedUpdate), otherwise returns false. + + + + + The maximum value of Time.deltaTime in any given frame. This is a time in seconds that limits the increase of Time.time between two frames. + + + + + The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates. + + + + + The real time in seconds since the game started (Read Only). + + + + + The real time in seconds since the game started (Read Only). Double precision version of Time.realtimeSinceStartup. + + + + + A smoothed out Time.deltaTime (Read Only). + + + + + The time at the beginning of this frame (Read Only). + + + + + The double precision time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. + + + + + The scale at which time passes. + + + + + The time since this frame started (Read Only). This is the time in seconds since the last non-additive scene has finished loading. + + + + + The double precision time since this frame started (Read Only). This is the time in seconds since the last non-additive scene has finished loading. + + + + + The timeScale-independent interval in seconds from the last frame to the current one (Read Only). + + + + + The timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game. + + + + + The double precision timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game. + + + + + Specify a tooltip for a field in the Inspector window. + + + + + The tooltip text. + + + + + Specify a tooltip for a field. + + The tooltip text. + + + + Interface for on-screen keyboards. Only native iPhone, Android, and Windows Store Apps are supported. + + + + + Is the keyboard visible or sliding into the position on the screen? + + + + + Returns portion of the screen which is covered by the keyboard. + + + + + Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only) + + + + + Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only) + + + + + How many characters the keyboard input field is limited to. 0 = infinite. + + + + + Specifies if input process was finished. (Read Only) + + + + + Will text input field above the keyboard be hidden when the keyboard is on screen? + + + + + Checks if the text within an input field can be selected and modified while TouchScreenKeyboard is open. + + + Returns true when you are able to select and modify the input field, returns false otherwise. + + + + + Is touch screen keyboard supported. + + + + + Gets or sets the character range of the selected text within the string currently being edited. + + + + + Returns the status of the on-screen keyboard. (Read Only) + + + + + Specified on which display the on-screen keyboard will appear. + + + + + Returns the text displayed by the input field of the keyboard. + + + + + Returns the TouchScreenKeyboardType of the keyboard. + + + + + Returns true whenever any keyboard is visible on the screen. + + + + + Specifies if input process was canceled. (Read Only) + + + + + Android specific on-screen keyboard settings. + + + + + Enable legacy on-screen keyboard hiding on Android. + + + + + Indicates whether the keyboard consumes screen touches outside the visible keyboard area. + + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + The status of the on-screen keyboard. + + + + + The on-screen keyboard was canceled. + + + + + The user has finished providing input. + + + + + The on-screen keyboard has lost focus. + + + + + The on-screen keyboard is visible. + + + + + Enumeration of the different types of supported touchscreen keyboards. + + + + + Keyboard with standard ASCII keys. + + + + + Keyboard with numbers and a decimal point. + + + + + The default keyboard layout of the target platform. + + + + + Keyboard with additional keys suitable for typing email addresses. + + + + + Keyboard with alphanumeric keys. + + + + + Keyboard for the Nintendo Network (Deprecated). + + + + + Keyboard with standard numeric keys. + + + + + Keyboard with numbers and punctuation mark keys. + + + + + Keyboard with standard numeric keys. + + + + + Keyboard with a layout suitable for typing telephone numbers. + + + + + Keyboard with the "." key beside the space key, suitable for typing search terms. + + + + + Keyboard with symbol keys often used on social media, such as Twitter. + + + + + Keyboard with keys for URL entry. + + + + + The trail renderer is used to make trails behind objects in the Scene as they move about. + + + + + Select whether the trail will face the camera, or the orientation of the Transform Component. + + + + + Does the GameObject of this Trail Renderer auto destruct? + + + + + Set the color gradient describing the color of the trail at various points along its length. + + + + + Creates trails when the GameObject moves. + + + + + Set the color at the end of the trail. + + + + + The width of the trail at the end of the trail. + + + + + Configures a trail to generate Normals and Tangents. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. + + + + + Set the minimum distance the trail can travel before a new vertex is added to it. + + + + + Set this to a value greater than 0, to get rounded corners on each end of the trail. + + + + + Set this to a value greater than 0, to get rounded corners between each segment of the trail. + + + + + Get the number of line segments in the trail. + + + + + Get the number of line segments in the trail. + + + + + Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment. + + + + + Set the color at the start of the trail. + + + + + The width of the trail at the spawning point. + + + + + Choose whether the U coordinate of the trail texture is tiled or stretched. + + + + + How long does the trail take to fade out. + + + + + Set the curve describing the width of the trail at various points along its length. + + + + + Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail. + + + + + Adds a position to the trail. + + The position to add to the trail. + + + + Add an array of positions to the trail. + + The positions to add to the trail. + + + + Add an array of positions to the trail. + + The positions to add to the trail. + + + + Add an array of positions to the trail. + + The positions to add to the trail. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Removes all points from the TrailRenderer. +Useful for restarting a trail from a new position. + + + + + Get the position of a vertex in the trail. + + The index of the position to retrieve. + + The position at the specified index in the array. + + + + + Get the positions of all vertices in the trail. + + The array of positions to retrieve. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the trail. + + The array of positions to retrieve. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the trail. + + The array of positions to retrieve. + + How many positions were actually stored in the output array. + + + + + Set the position of a vertex in the trail. + + Which position to set. + The new position. + + + + Sets the positions of all vertices in the trail. + + The array of positions to set. + + + + Sets the positions of all vertices in the trail. + + The array of positions to set. + + + + Sets the positions of all vertices in the trail. + + The array of positions to set. + + + + Position, rotation and scale of an object. + + + + + The number of children the parent Transform has. + + + + + The rotation as Euler angles in degrees. + + + + + Returns a normalized vector representing the blue axis of the transform in world space. + + + + + Has the transform changed since the last time the flag was set to 'false'? + + + + + The transform capacity of the transform's hierarchy data structure. + + + + + The number of transforms in the transform's hierarchy data structure. + + + + + The rotation as Euler angles in degrees relative to the parent transform's rotation. + + + + + Position of the transform relative to the parent transform. + + + + + The rotation of the transform relative to the transform rotation of the parent. + + + + + The scale of the transform relative to the GameObjects parent. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + The global scale of the object (Read Only). + + + + + The parent of the transform. + + + + + The world space position of the Transform. + + + + + The red axis of the transform in world space. + + + + + Returns the topmost transform in the hierarchy. + + + + + A Quaternion that stores the rotation of the Transform in world space. + + + + + The green axis of the transform in world space. + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Unparents all children. + + + + + Finds a child by name n and returns it. + + Name of child to be found. + + The found child transform. Null if child with matching name isn't found. + + + + + Returns a transform child by index. + + Index of the child transform to return. Must be smaller than Transform.childCount. + + Transform child by index. + + + + + Gets the sibling index. + + + + + Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. + + + + + + Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection. + + + + + + + + Transforms position from world space to local space. + + + + + + Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint. + + + + + + + + Transforms a vector from world space to local space. The opposite of Transform.TransformVector. + + + + + + Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector. + + + + + + + + Is this transform a child of parent? + + + + + + Rotates the transform so the forward vector points at target's current position. + + Object to point towards. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at target's current position. + + Object to point towards. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at worldPosition. + + Point to look at. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at worldPosition. + + Point to look at. + Vector specifying the upward direction. + + + + Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order). + + The rotation to apply in euler angles. + Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space. + + + + The implementation of this method applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + + Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space. + Degrees to rotate the GameObject around the X axis. + Degrees to rotate the GameObject around the Y axis. + Degrees to rotate the GameObject around the Z axis. + + + + Rotates the object around the given axis by the number of degrees defined by the given angle. + + The degrees of rotation to apply. + The axis to apply rotation to. + Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space. + + + + Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order). + + The rotation to apply in euler angles. + + + + The implementation of this method applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + + Degrees to rotate the GameObject around the X axis. + Degrees to rotate the GameObject around the Y axis. + Degrees to rotate the GameObject around the Z axis. + + + + Rotates the object around the given axis by the number of degrees defined by the given angle. + + The axis to apply rotation to. + The degrees of rotation to apply. + + + + Rotates the transform about axis passing through point in world coordinates by angle degrees. + + + + + + + + + + + + + + + Move the transform to the start of the local transform list. + + + + + Move the transform to the end of the local transform list. + + + + + Sets the position and rotation of the Transform component in local space (i.e. relative to its parent transform). + + + + + + + Set the parent of the transform. + + The parent Transform to use. + If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before. + + + + + Set the parent of the transform. + + The parent Transform to use. + If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before. + + + + + Sets the world space position and rotation of the Transform component. + + + + + + + Sets the sibling index. + + Index to set. + + + + Transforms direction from local space to world space. + + + + + + Transforms direction x, y, z from local space to world space. + + + + + + + + Transforms position from local space to world space. + + + + + + Transforms the position x, y, z from local space to world space. + + + + + + + + Transforms vector from local space to world space. + + + + + + Transforms vector x, y, z from local space to world space. + + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Transparent object sorting mode of a Camera. + + + + + Sort objects based on distance along a custom axis. + + + + + Default transparency sorting mode. + + + + + Orthographic transparency sorting mode. + + + + + Perspective transparency sorting mode. + + + + + Interface into tvOS specific functionality. + + + + + Advertising ID. + + + + + Is advertising tracking enabled. + + + + + The generation of the device. (Read Only) + + + + + iOS version. + + + + + Vendor ID. + + + + + Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations. + + + + + + Set file flag to be excluded from iCloud/iTunes backup. + + + + + + iOS device generation. + + + + + Apple TV HD. + + + + + First generation Apple TV 4K. + + + + + First generation Apple TV 4K. + + + + + Second generation Apple TV 4K. + + + + + Apple TV HD. + + + + + A class for Apple TV remote input configuration. + + + + + Configures how "Menu" button behaves on Apple TV Remote. If this property is set to true hitting "Menu" on Remote will exit to system home screen. When this property is false current application is responsible for handling "Menu" button. It is recommended to set this property to true on top level menus of your application. + + + + + Configures if Apple TV Remote should autorotate all the inputs when Remote is being held in horizontal orientation. Default is false. + + + + + Configures how touches are mapped to analog joystick axes in relative or absolute values. If set to true it will return +1 on Horizontal axis when very far right is being touched on Remote touch aread (and -1 when very left area is touched correspondingly). The same applies for Vertical axis too. When this property is set to false player should swipe instead of touching specific area of remote to generate Horizontal or Vertical input. + + + + + Disables Apple TV Remote touch propagation to Unity Input.touches API. Useful for 3rd party frameworks, which do not respect Touch.type == Indirect. +Default is false. + + + + + Provides a base class for 2D lights. + + + + + A collection of APIs that facilitate pixel perfect rendering of sprite-based renderers. + + + + + To achieve a pixel perfect render, Sprites must be displaced to discrete positions at render time. This value defines the minimum distance between these positions. This doesn’t affect the GameObject's transform position. + + + + + Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution. + + + + + Return true if this SpriteAtlas is a variant. + + + + + Get the total number of Sprite packed into this atlas. + + + + + Get the tag of this SpriteAtlas. + + + + + Return true if Sprite is packed into this SpriteAtlas. + + + + + + Clone the first Sprite in this atlas that matches the name packed in this atlas and return it. + + The name of the Sprite. + + + + Clone all the Sprite in this atlas and fill them into the supplied array. + + Array of Sprite that will be filled. + + The size of the returned array. + + + + + Clone all the Sprite matching the name in this atlas and fill them into the supplied array. + + Array of Sprite that will be filled. + The name of the Sprite. + + + + Manages SpriteAtlas during runtime. + + + + + Trigger when a SpriteAtlas is registered via invoking the callback in U2D.SpriteAtlasManager.atlasRequested. + + + + + + Trigger when any Sprite was bound to SpriteAtlas but couldn't locate the atlas asset during runtime. + + + + + + Stores a set of information that describes the bind pose of this Sprite. + + + + + Shows the color set for the bone in the Editor. + + + + + The Unique GUID of this bone. + + + + + The length of the bone. This is important for the leaf bones to describe their length without needing another bone as the terminal bone. + + + + + The name of the bone. This is useful when recreating bone hierarchy at editor or runtime. You can also use this as a way of resolving the bone path when a Sprite is bound to a more complex or richer hierarchy. + + + + + The ID of the parent of this bone. + + + + + The position in local space of this bone. + + + + + The rotation of this bone in local space. + + + + + A list of methods designed for reading and writing to the rich internal data of a Sprite. + + + + + Returns an array of BindPoses. + + The sprite to retrieve the bind pose from. + + A list of bind poses for this sprite. There is no need to dispose the returned NativeArray. + + + + + Returns a list of SpriteBone in this Sprite. + + The sprite to get the list of SpriteBone from. + + An array of SpriteBone that belongs to this Sprite. + + + + + Returns a list of indices. This is the same as Sprite.triangle. + + + + A read-only list of indices indicating how the triangles are formed between the vertices. The array is marked as undisposable. + + + + + Retrieves a strided accessor to the internal vertex attributes. + + + + + A read-only list of. + + + + + Returns the number of vertices in this Sprite. + + + + + + Checks if a specific channel exists for this Sprite. + + + + + True if the channel exists. + + + + + Sets the bind poses for this Sprite. + + The list of bind poses for this Sprite. The array must be disposed of by the caller. + + + + + Sets the SpriteBones for this Sprite. + + + + + + + Set the indices for this Sprite. This is the same as Sprite.triangle. + + The list of indices for this Sprite. The array must be disposed of by the caller. + + + + + Sets a specific channel of the VertexAttribute. + + The list of values for this specific VertexAttribute channel. The array must be disposed of by the caller. + + + + + + Sets the vertex count. This resizes the internal buffer. It also preserves any configurations of VertexAttributes. + + + + + + + A list of methods that allow the caller to override what the SpriteRenderer renders. + + + + + Stop using the deformable buffer to render the Sprite and use the original mesh instead. + + + + + + The BurstAuthorizedExternalMethod attribute lets you mark a function as being authorized for Burst to call from within a static constructor. + + + + + The BurstAuthorizedExternalMethod attribute lets you mark a function as being authorized for Burst to call from within a static constructor. + + + + + The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler. + + + + + The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler. + + + + + Used to specify allocation type for NativeArray. + + + + + Allocation associated with a DSPGraph audio kernel. + + + + + Invalid allocation. + + + + + No allocation. + + + + + Persistent allocation. + + + + + Temporary allocation. + + + + + Temporary job allocation. + + + + + DeallocateOnJobCompletionAttribute. + + + + + Enumeration of AtomicSafetyHandle errors. + + + + + Corresponds to an error triggered when the object protected by this AtomicSafetyHandle is accessed on the main thread after it is deallocated. + + + + + Corresponds to an error triggered when the object protected by this AtomicSafetyHandle is accessed by a worker thread after it is deallocated. + + + + + Corresponds to an error triggered when the object protected by this AtomicSafetyHandle is accessed by a worker thread before it is allocated. + + + + + AtomicSafetyHandle is used by the job system to provide validation and full safety. + + + + + Checks if the handle can be deallocated. Throws an exception if it has already been destroyed or a job is currently accessing the data. + + Safety handle. + + + + Checks if the handle is still valid and throws an exception if it is already destroyed. + + Safety handle. + + + + CheckGetSecondaryDataPointerAndThrow. + + Safety handle. + + + + Checks if the handle can be read from. Throws an exception if already destroyed or a job is currently writing to the data. + + Safety handle. + + + + Performs CheckWriteAndThrow and then bumps the secondary version. + + Safety handle. + + + + Checks if the handle can be written to. Throws an exception if already destroyed or a job is currently reading or writing to the data. + + Safety handle. + + + + Creates a new AtomicSafetyHandle that is valid until AtomicSafetyHandle.Release is called. + + + Safety handle. + + + + + Waits for all jobs running against this AtomicSafetyHandle to complete. + + Safety handle. + + Result. + + + + + Waits for all jobs running against this AtomicSafetyHandle to complete and then disables the read and write access on this atomic safety handle. + + Safety handle. + + Result. + + + + + Waits for all jobs running against this AtomicSafetyHandle to complete and then releases the atomic safety handle. + + Safety handle. + + Result. + + + + + Returns true if the AtomicSafetyHandle is configured to allow reading or writing. + + Safety handle. + + True if the AtomicSafetyHandle is configured to allow reading or writing, false otherwise. + + + + + Fetch the job handles of all jobs reading from the safety handle. + + The atomic safety handle to return readers for. + The maximum number of handles to be written to the output array. + A buffer where the job handles will be written. + + The actual number of readers on the handle, which can be greater than the maximum count provided. + + + + + Return the name of the specified reading job. + + Safety handle. + Index of the reader. + + The debug name of the reader. + + + + + Returns the safety handle which should be used for all temp memory allocations in this temp memory scope. All temp memory allocations share the same safety handle since they are automatically disposed of at the same time. + + + The safety handle for temp memory allocations in the current scope. + + + + + Returns a single shared handle, that can be shared by for example NativeSlice pointing to stack memory. + + + Safety handle. + + + + + Return the writer (if any) on an atomic safety handle. + + Safety handle. + + The job handle of the writer. + + + + + Return the debug name of the current writer on an atomic safety handle. + + Safety handle. + + Name of the writer, if any. + + + + + Checks if an AtomicSafetyHandle is the temp memory safety handle for the currently active temp memory scope. + + Safety handle. + + True if the safety handle is the temp memory handle for the current scope. + + + + + Allocates a new static safety ID, to store information for the provided type T. + + The name of the scripting type that owns this AtomicSafetyHandle, to be embedded in error messages involving the handle. This is expected to be a UTF8-encoded byte array, and is not required to be null-terminated. + The number of bytes in the ownerTypeNameBytes array, excluding the optional null terminator. + + + + Allocates a new static safety ID, to store information for the provided type T. + + + + + Marks the AtomicSafetyHandle so that it cannot be disposed of. + + Safety handle. + + + + Releases a previously created AtomicSafetyHandle. + + Safety handle. + + + + Lets you prevent read or write access on the atomic safety handle. + + Safety handle. + Use false to disallow read or write access, or true otherwise. + + + + Switches the AtomicSafetyHandle to the secondary version number. + + Safety handle. + Allow writing. + + + + Lets you bump the secondary version when scheduling a job that has write access to the atomic safety handle. + + Safety handle. + Use true to bump secondary version on schedule. + + + + Provide a custom error message for a specific job debugger error type, in cases where additional context can be provided. + + The static safety ID with which the provided custom error message should be associated. This ID must have been allocated with NewStaticSafetyId. Passing 0 is invalid; this is the default static safety ID, and its error messages can not be modified. + The class of error that should use the provided custom error message instead of the default job debugger error message. + The error message to use for the specified error type. This is expected to be a UTF8-encoded byte array, and is not required to be null-terminated. + The number of bytes in the messageBytes array, excluding the optional null terminator. + + + + Assigns the provided static safety ID to an AtomicSafetyHandle. The ID's owner type name and any custom error messages are used by the job debugger when reporting errors involving the target handle. + + The AtomicSafetyHandle to modify. + The static safety ID to associate with the provided handle. This ID must have been allocated with NewStaticSafetyId. + + + + Switches the AtomicSafetyHandle to the secondary version number. + + Safety handle. + + + + DisposeSentinel is used to automatically detect memory leaks. + + + + + Clears the DisposeSentinel. + + The DisposeSentinel to clear. + + + + Creates a new AtomicSafetyHandle and a new DisposeSentinel, to be used to track safety and leaks on some native data. + + The AtomicSafetyHandle that can be used to control access to the data related to the DisposeSentinel being created. + The new DisposeSentinel. + The stack depth where to extract the logging information from. + + + + Releases the AtomicSafetyHandle and clears the DisposeSentinel. + + The AtomicSafetyHandle returned when invoking Create. + The DisposeSentinel. + + + + EnforceJobResult. + + + + + AllJobsAlreadySynced. + + + + + DidSyncRunningJobs. + + + + + HandleWasAlreadyDeallocated. + + + + + NativeArray Unsafe Utility. + + + + + Converts an existing buffer to a NativeArray. + + Pointer to the preallocated data. + Number of elements. The length of the data in bytes will be computed automatically from this. + Allocation strategy to use. + + A new NativeArray, allocated with the given strategy and wrapping the provided data. + + + + + Returns the AtomicSafetyHandle that is used for safety control on the NativeArray. + + NativeArray. + + Safety handle. + + + + + Gets the pointer to the data owner by the NativeArray, without performing checks. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Gets the pointer to the memory buffer owner by the NativeArray, performing checks on whether the native array can be written to. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Gets a pointer to the memory buffer of the NativeArray or NativeArray.ReadOnly. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Gets a pointer to the memory buffer of the NativeArray or NativeArray.ReadOnly. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Sets a new AtomicSafetyHandle for the provided NativeArray. + + NativeArray. + Safety handle. + + + + Allows you to create your own custom native container. + + + + + NativeContainerIsAtomicWriteOnlyAttribute. + + + + + NativeContainerIsReadOnlyAttribute. + + + + + NativeContainerSupportsDeallocateOnJobCompletionAttribute. + + + + + NativeContainerSupportsDeferredConvertListToArray. + + + + + NativeContainerSupportsMinMaxWriteRestrictionAttribute. + + + + + By default native containers are tracked by the safety system to avoid race conditions. The safety system encapsulates the best practices and catches many race condition bugs from the start. + + + + + By default unsafe Pointers are not allowed to be used in a job since it is not possible for the Job Debugger to gurantee race condition free behaviour. This attribute lets you explicitly disable the restriction on a job. + + + + + When this attribute is applied to a field in a job struct, the managed reference to the class will be set to null on the copy of the job struct that is passed to the job. + + + + + This attribute can inject a worker thread index into an int on the job struct. This is usually used in the implementation of atomic containers. The index is guaranteed to be unique to any other job that might be running in parallel. + + + + + NativeSlice unsafe utility class. + + + + + ConvertExistingDataToNativeSlice. + + Memory pointer. + Number of elements. + + + + Get safety handle for native slice. + + NativeSlice. + + Safety handle. + + + + + Get NativeSlice memory buffer pointer. Checks whether the native array can be written to. + + NativeSlice. + + Memory pointer. + + + + + Get NativeSlice memory buffer pointer. Checks whether the native array can be read from. + + NativeSlice. + + Memory pointer. + + + + + Set safetly handle on NativeSlice. + + NativeSlice. + Safety handle. + + + + Unsafe utility class. + + + + + The memory address of the struct. + + Struct. + + Memory pointer. + + + + + Minimum alignment of a struct. + + + Memory pointer. + + + + + Gets a reference to the array element at its current location in memory. + + The pointer to beginning of array of struct to reference. + Index of element in array. + + A reference to a value of type T. + + + + + Reinterprets the reference as a reference of a different type. + + The reference to reinterpret. + + A reference to a value of type T. + + + + + Gets a reference to the struct at its current location in memory. + + The pointer of struct to reference. + + A reference to a value of type T. + + + + + Any memory allocated before this call, that hasn't already been freed, is assumed to have leaked. Prints a list of leaks. + + + The number of leaks found. + + + + + Assigns an Object reference to a struct or pinned class. See Also: UnsafeUtility.PinGCObjectAndGetAddress. + + + + + + + Copies sizeof(T) bytes from ptr to output. + + Memory pointer. + Struct. + + + + Copies sizeof(T) bytes from input to ptr. + + Memory pointer. + Struct. + + + + Determines whether the specified enums are equal without boxing. + + The first enum to compare. + The second enum to compare. + + True if equal, otherwise false. + + + + + Return integer representation of enum value without boxing. + + Enum value to convert. + + Returns the integer representation of the enum value. + + + + + Tells the leak checking system to ignore any memory allocations made up to that point - if they leak, they are forgiven. + + + The number of leaks forgiven. + + + + + Free memory. + + Memory pointer. + Allocator. + + + + Free memory with leak tracking. + + Memory pointer. + Allocator. + + + + Returns the offset of the field relative struct or class it is contained in. + + + + + + Get whether leak detection is 1=disabled, 2=enabled, or 3=enabled with callstacks. + + + The mode of leak detection. + + + + + Returns whether the struct is blittable. + + The System.Type of a struct. + + True if struct is blittable, otherwise false. + + + + + Returns whether the struct is blittable. + + The System.Type of a struct. + + True if struct is blittable, otherwise false. + + + + + Returns whether the struct or type is unmanaged. An unmanaged type contains no managed fields, and can be freely copied in memory. + + The System.Type of a struct. + + True if struct is unmanaged, otherwise false. + + + + + Returns whether the struct or type is unmanaged. An unmanaged type contains no managed fields, and can be freely copied in memory. + + The System.Type of a struct. + + True if struct is unmanaged, otherwise false. + + + + + Returns true if the allocator label is valid and can be used to allocate or deallocate memory. + + + + + + Returns whether the type is acceptable as an element type in native containers. + + The System.Type to check. + + True if type is acceptable as a native container element. + + + + + Returns whether the type is acceptable as an element type in native containers. + + The System.Type to check. + + True if type is acceptable as a native container element. + + + + + Allocate memory. + + Size. + Alignment. + Allocator. + + Memory pointer. + + + + + Allocate memory with leak tracking. + + Size. + Alignment. + Allocator. + Callstacks to skip. + + Memory pointer. + + + + + Clear memory. + + Memory pointer. + Size. + + + + Checks to see whether two memory regions are identical or not by comparing a specified memory region in the first given memory buffer with the same region in the second given memory buffer. + + Pointer to the first memory buffer. + Pointer to the second memory buffer to compare the first one to. + Number of bytes to compare. + + 0 if the contents are identical, non-zero otherwise. + + + + + Copy memory. + + Destination memory pointer. + Source memory pointer. + Size. + + + + Copy memory and replicate. + + Destination memory pointer. + Source memory pointer. + Size. + Count. + + + + Similar to UnsafeUtility.MemCpy but can skip bytes via desinationStride and sourceStride. + + + + + + + + + + + Move memory. + + Destination memory pointer. + Source memory pointer. + Size. + + + + Set memory to specified value. + + Destination memory pointer. + Value to be set. + Size. + + + + Keeps a strong GC reference to the object and pins it. The object is guranteed to not move its memory location in a moving GC. Returns the address of the first element of the array. + +See Also: UnsafeUtility.ReleaseGCObject. + + + + + Keeps a strong GC reference to the object and pins it. The object is guranteed to not move its memory location in a moving GC. Returns the address of the memory location of the object. + +See Also: UnsafeUtility.ReleaseGCObject. + + + + + + + Read array element. + + Memory pointer. + Array index. + + Array Element. + + + + + Read array element with stride. + + Memory pointer. + Array index. + Stride. + + Array element. + + + + + Releases a GC Object Handle, previously aquired by UnsafeUtility.PinGCObjectAndGetAddress. + + + + + + Sets whether leak detection is 1=disabled, 2=enabled, or 3=enabled with callstacks. + + The mode of leak detection. + + + + Size of struct. + + + Size of struct. + + + + + Write array element. + + Memory pointer. + Array index. + Value to write. + + + + Write array element with stride. + + Memory pointer. + Array index. + Stride. + Value to write. + + + + Used in conjunction with the ReadOnlyAttribute, WriteAccessRequiredAttribute lets you specify which struct method and property require write access to be invoked. + + + + + A NativeArray exposes a buffer of native memory to managed code, making it possible to share data between managed and native without marshalling costs. + + + + + Cast NativeArray to read-only array. + + + Read-only array. + + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copy all the elements from another NativeArray or managed array of the same length. + + Source array. + + + + Copy all the elements from another NativeArray or managed array of the same length. + + Source array. + + + + Copy all elements to another NativeArray or managed array of the same length. + + Destination array. + + + + Copy all elements to another NativeArray or managed array of the same length. + + Destination array. + + + + Creates a new NativeArray from an existing array of elements. + + An array to copy the data from. + The allocation strategy used for the data. + + + + Creates a new NativeArray from an existing NativeArray. + + NativeArray to copy the data from. + The allocation strategy used for the data. + + + + Creates a new NativeArray allocating enough memory to fit the provided amount of elements. + + Number of elements to be allocated. + The allocation strategy used for the data. + Options to control the behaviour of the NativeArray. + + + + Disposes the NativeArray. + + + + + Compares to NativeArray. + + NativeArray to compare against. + + True in case the two NativeArray are the same, false otherwise. + + + + + Compares to NativeArray. + + Object to compare against. + + True in case the two NativeArray are the same, false otherwise. + + + + + Get enumerator. + + + Enumerator. + + + + + Returns a hash code for the current instance. + + + Hash code. + + + + + Return a view into the array starting at the specified index. + + The start index of the sub array. + The length of the sub array. + + A view into the array that aliases the original array. Cannot be disposed. + + + + + Indicates that the NativeArray has an allocated memory buffer. + + + + + Number of elements in the NativeArray. + + + + + NativeArray interface constrained to read-only operation. + + + + + Copy all elements to a NativeArray or managed array of the same length. + + The destination array to copy to. + + + + Copy all elements to a NativeArray or managed array of the same length. + + The destination array to copy to. + + + + Get enumerator. + + + Enumerator. + + + + + Indicates that the NativeArray.ReadOnly has an allocated memory buffer. + + + + + Number of elements in the NativeArray.ReadOnly. + + + + + Reinterpret the array as having a different data type (type punning). + + + An alias of the same array, but reinterpreted as the target type. + + + + + Read-only access to NativeArray.ReadOnly elements by index. + + + + + Convert the data in this NativeArray.ReadOnly to a managed array. + + + A new managed array with the same contents as this array. + + + + + Reinterpret the array as having a different data type (type punning). + + The expected size (in bytes, as given by sizeof) of the current element type of the array. + + An alias of the same array, but reinterpreted as the target type. + + + + + Reinterpret the array as having a different data type (type punning). + + The expected size (in bytes, as given by sizeof) of the current element type of the array. + + An alias of the same array, but reinterpreted as the target type. + + + + + Reinterpret and load data starting at underlying index as a different type. + + Index in underlying array where the load should start. + + The loaded data. + + + + + Reinterpret and store data starting at underlying index as a different type. + + Index in the underlying array where the data is to be stored. + The data to store. + + + + Access NativeArray elements by index. Notice that structs are returned by value and not by reference. + + + + + Convert NativeArray to array. + + + Array. + + + + + NativeArrayOptions lets you control if memory should be cleared on allocation or left uninitialized. + + + + + Clear NativeArray memory on allocation. + + + + + Uninitialized memory can improve performance, but results in the contents of the array elements being undefined. +In performance sensitive code it can make sense to use NativeArrayOptions.Uninitialized, if you are writing to the entire array right after creating it without reading any of the elements first. + + + + + + NativeDisableParallelForRestrictionAttribute. + + + + + The container has from start a size that will never change. + + + + + The specified number of elements will never change. + + The fixed number of elements in the container. + + + + The fixed number of elements in the container. + + + + + Static class for native leak detection settings. + + + + + Set whether native memory leak detection should be enabled or disabled. + + + + + Native leak memory leak detection mode enum. + + + + + Indicates that native memory leak detection is disabled. + + + + + Indicates that native memory leak detection is enabled. It is lightweight and will not collect any stacktraces. + + + + + Indicates that native memory leak detection is enabled with full stack trace extraction & logging. + + + + + Native Slice. + + + + + Copy all the elements from a NativeSlice or managed array of the same length. + + NativeSlice. + Array. + + + + Copy all the elements from a NativeSlice or managed array of the same length. + + NativeSlice. + Array. + + + + Copy all the elements of the slice to a NativeArray or managed array of the same length. + + Array. + + + + Copy all the elements of the slice to a NativeArray or managed array of the same length. + + Array. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + GetEnumerator. + + + Enumerator. + + + + + Implicit operator for creating a NativeSlice from a NativeArray. + + NativeArray. + + + + Number of elements in the slice. + + + + + SliceConvert. + + + NativeSlice. + + + + + SliceWithStride. + + Stride offset. + Field name whos offset should be used as stride. + + NativeSlice. + + + + + SliceWithStride. + + Stride offset. + Field name whos offset should be used as stride. + + NativeSlice. + + + + + SliceWithStride. + + Stride offset. + Field name whos offset should be used as stride. + + NativeSlice. + + + + + Returns stride set for Slice. + + + + + Access NativeSlice elements by index. Notice that structs are returned by value and not by reference. + + + + + Convert NativeSlice to array. + + + Array. + + + + + The ReadOnly attribute lets you mark a member of a struct used in a job as read-only. + + + + + The ReadOnly attribute lets you mark a member of a struct used in a job as read-only. + + + + + The WriteOnly attribute lets you mark a member of a struct used in a job as write-only. + + + + + Subsystem tags for the read request, describing broad asset type or subsystem that triggered the read request. + + + + + The read request originated from an audio subsystem. + + + + + The read request originated in a Unity.Entities scene loading subsystem. + + + + + The read request originated in a Unity.Entities.Serialization binary reader subsystem. + + + + + A request for file information. + + + + + The read request originated in mesh loading. + + + + + The subsystem where the read request originated is unknown. + + + + + The read request originated in scripts. + + + + + The read request originated in texture loading. + + + + + The read request originated in Virtual Texturing. + + + + + With the AsyncReadManager, you can perform asynchronous I/O operations through Unity's virtual file system. You can perform these operations on any thread or job. + + + + + Closes a file held open internally by the AsyncReadManager. + + The path to the file to close. + (Optional) A JobHandle to wait on before performing the close. + + A JobHandle that completes when the asynchronous close operation finishes. + + + + + Gets information about a file. + + The name of the file to query. + A struct that this function fills in with information about the file upon completion of this asynchronous request. + + A read handle that you can use to monitor the progress and status of this GetFileInfo command. + + + + + Opens the file asynchronously. + + The path to the file to be opened. + + The FileHandle of the file being opened. Use the FileHandle to check the status of the open operation, to read the file, and to close the file when done. + + + + + Issues an asynchronous file read operation. Returns a ReadHandle. + + The filename to read from. + A pointer to an array of ReadCommand structs that specify offset, size, and destination buffer. + The number of read commands pointed to by readCmds. + (Optional) The name of the object being read, for metrics purposes. + (Optional) The of the object being read, for metrics purposes. + (Optional) The AssetLoadingSubsystem|Subsystem tag for the read operation, for metrics purposes. + + Used to monitor the progress and status of the read command. + + + + + Queues a set of read operations for a file opened with OpenFileAsync. + + The FileHandle to be read from, opened by AsyncReadManager.OpenFileAsync. + A struct containing the read commands to queue. + + A ReadHandle object you can use to check the status and monitor the progress of the read operations. + + + + + Queues a set of read operations for a file once the specified Jobs have completed. + + The FileHandle to be read from, opened by AsyncReadManager.OpenFileAsync. + A pointer to a struct containing the read commands to queue. + The dependency that will trigger the read to begin. + + A ReadHandle object you can to use to check the status and monitor the progress of the read operations. + + + + + Manages the recording and retrieval of metrics from the AsyncReadManager. + + + + + Clears the metrics for all completed requests, including failed and canceled requests. + + + + + Flags controlling the behaviour of AsyncReadManagerMetrics.GetMetrics and AsyncReadManagerMetrics.GetCurrentSummaryMetrics. + + + + + Clear metrics for completed read requests after returning. + + + + + Pass no flags. + + + + + Gets a summary of the metrics collected for AsyncReadManager read operations since you started data collection or last cleared the metrics data. + + Flags to control the behavior, including clearing the underlying completed metrics after reading. + + A summary of the current metrics data. + + + + + Gets a filtered summary of the metrics collected for AsyncReadManager read operations since you started data collection or last cleared the metrics data. + + The filters to apply to the metrics before calculating the summary. + Flags to control the behavior, including clearing the underlying completed metrics after reading. + + A summary of the current metric data, filtered by the specified metricsFilters. + + + + + Returns the current AsyncReadManager metrics. + + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + Array of AsyncReadManagerRequestMetric|read request metrics currently stored in the AsyncReadManager, which can be filtered by passing AsyncReadManagerMetricsFilters. + + + + + Returns the current AsyncReadManager metrics. + + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + Array of AsyncReadManagerRequestMetric|read request metrics currently stored in the AsyncReadManager, which can be filtered by passing AsyncReadManagerMetricsFilters. + + + + + Writes the current AsyncReadManager metrics into the given List. + + The pre-allocated list to store the metrics in. + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + + + Writes the current AsyncReadManager metrics into the given List. + + The pre-allocated list to store the metrics in. + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + + + Summarizes an array containing AsyncReadManagerRequestMetric records. + + Array of previously collected AsyncReadManagerRequestMetrics. + + Calculated summary of the given metrics. + + + + + Summarizes an array containing AsyncReadManagerRequestMetric records. + + Array of previously collected AsyncReadManagerRequestMetrics. + + Calculated summary of the given metrics. + + + + + Summarizes AsyncReadManagerRequestMetric records that match the specified filter. + + List of previously collected AsyncReadManagerRequestMetrics. + AsyncReadManagerMetricsFilters|Filters to apply to the data used in calculating the summary. + + Calculated summary of given metrics that match the filters. + + + + + Summarizes AsyncReadManagerRequestMetric records that match the specified filter. + + List of previously collected AsyncReadManagerRequestMetrics. + AsyncReadManagerMetricsFilters|Filters to apply to the data used in calculating the summary. + + Calculated summary of given metrics that match the filters. + + + + + Returns the amount of data (in bytes) read through systems other than the AsyncReadManager. + + Set to true to reset the underlying data counter to zero after calling this function. Set to false if you want each call to this function to return the running, cumulative total. + + Number of bytes of data read through systems other than the AsyncReadManager since you started metrics collection or you cleared this data counter by setting emptyAfterRead to true. + + + + + Reports whether the metrics system for the AsyncReadManager is currently recording data. + + + True, if the metrics system of the AsyncReadManager is currently recording data; false, otherwise. + + + + + Begin recording metrics data for AsyncReadManager read operations. + + + + + Stop recording metrics data for AsyncReadManager read operations. + + + + + Defines a filter for selecting specific categories of data when summarizing AsyncReadManager metrics. + + + + + Clears all the filters on an existing AsyncReadManagerMetricsFilters instance. + + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Remove the Priority filters from an existing SummaryMetricsFilters instance. + + + + + Remove the ReadType filters from an existing SummaryMetricsFilters instance. + + + + + Remove the State filters from an existing SummaryMetricsFilters instance. + + + + + Remove the Subsystem filters from an existing SummaryMetricsFilters instance. + + + + + Remove the TypeID filters from an existing SummaryMetricsFilters instance. + + + + + Set Priority filters on an existing SummaryMetricsFilters instance. + + Priority level to filter by. Summary will include reads that had this priority level only. + Array of priority levels to filter by. Summary will include reads that have any of these priority levels. + + + + Set Priority filters on an existing SummaryMetricsFilters instance. + + Priority level to filter by. Summary will include reads that had this priority level only. + Array of priority levels to filter by. Summary will include reads that have any of these priority levels. + + + + Set FileReadType filters on an existing SummaryMetricsFilters instance. + + FileReadType to filter by. Summary will include reads that had this read type only. + Array of FileReadType|FileReadTypes to filter by. Summary will include reads that have any of these read types. + + + + Set FileReadType filters on an existing SummaryMetricsFilters instance. + + FileReadType to filter by. Summary will include reads that had this read type only. + Array of FileReadType|FileReadTypes to filter by. Summary will include reads that have any of these read types. + + + + Set ProcessingState filters on an existing SummaryMetricsFilters instance. + + ProcessingState to filter by. Summary will include reads that have this state only. + Array of ProcessingState|ProcessingStates to filter by. Summary will include reads that have any of these states. + + + + Set ProcessingState filters on an existing SummaryMetricsFilters instance. + + ProcessingState to filter by. Summary will include reads that have this state only. + Array of ProcessingState|ProcessingStates to filter by. Summary will include reads that have any of these states. + + + + Set AssetLoadingSubsystem filters on an existing SummaryMetricsFilters instance. + + AssetLoadingSubsystem to filter by. Summary will include reads that have this subsystem tag only. + Array of AssetLoadingSubsystem|AssetLoadingSubsystems to filter by. Summary will include reads that have any of these subsystem tags. + + + + Set AssetLoadingSubsystem filters on an existing SummaryMetricsFilters instance. + + AssetLoadingSubsystem to filter by. Summary will include reads that have this subsystem tag only. + Array of AssetLoadingSubsystem|AssetLoadingSubsystems to filter by. Summary will include reads that have any of these subsystem tags. + + + + Set TypeID filters on an existing SummaryMetricsFilters instance. + + to filter by. Summary will include reads that have this type ID only. + Array of to filter by. Summary will include reads that have any of these Type IDs. + + + + Set TypeID filters on an existing SummaryMetricsFilters instance. + + to filter by. Summary will include reads that have this type ID only. + Array of to filter by. Summary will include reads that have any of these Type IDs. + + + + Metrics for an individual read request. + + + + + The name of the asset being read. + + + + + The of the asset being read in the read request. + + + + + The number of batch read commands contained in the read request. + + + + + Total number of bytes of the read request read so far. + + + + + The filename the read request is reading from. + + + + + Returns whether this read request contained batch read commands. + + + + + The offset of the read request from the start of the file, in bytes. + + + + + The Priority|priority level of the read request. + + + + + The FileReadType|read type (sync or async) of the read request. + + + + + The time at which the read request was made, in microseconds elapsed since application startup. + + + + + The size of the read request, in bytes. + + + + + The ProcessingState|state of the read request at the time of retrieving the metrics. + + + + + The AssetLoadingSubsystem|Subsystem tag assigned to the read operation. + + + + + The amount of time the read request waited in the AsyncReadManager queue, in microseconds. + + + + + The total time in microseconds from the read request being added until its completion, or the time of metrics retrieval, depending whether the read has completed or not. + + + + + A summary of the metrics collected for AsyncReadManager read operations. + + + + + The mean rate of reading of data (bandwidth), in Mbps, for read request metrics included in the summary calculation. + + + + + The mean size of data read, in bytes, for read request metrics included in the summary calculation. + + + + + The mean time taken for reading (excluding queue time), in microseconds, for read request metrics included in the summary calculation. + + + + + The mean rate of request throughput, in Mbps, for read request metrics included in the summary calculation. + + + + + The mean time taken from request to completion, in microseconds, for completed read request metrics included in the summary calculation. + + + + + The mean time taken from request to the start of reading, in microseconds, for read request metrics included in the summary calculation. + + + + + The for the longest read included in the summary calculation. + + + + + The Subsystem tag for the longest read included in the summary calculation. + + + + + The longest read time (not including time in queue) included in the summary calculation in microseconds. + + + + + The for the longest wait time included in the summary calculation. + + + + + The Subsystem tag for the longest wait time included in the summary calculation. + + + + + The longest time spent waiting of metrics included in the summary calculation, in microseconds. + + + + + The total number of Async reads in the metrics included in the summary calculation. + + + + + The total number of cached reads (so read time was zero) in the metrics included in the summary calculation. + + + + + The total number of canceled requests in the metrics included in the summary calculation. + + + + + The total number of completed requests in the metrics included in the summary calculation. + + + + + The total number of failed requests in the metrics included in the summary calculation. + + + + + The total number of in progress requests in the metrics included in the summary calculation. + + + + + The total number of Sync reads in the metrics included in the summary calculation. + + + + + The total number of waiting requests in the metrics included in the summary calculation. + + + + + The total number of bytes read in the metrics included in the summary calculation. + + + + + The total number of read requests included in the summary calculation. + + + + + A handle to an asynchronously opened file. + + + + + Asynchronously closes the file referenced by this FileHandle and disposes the FileHandle instance. + + (Optional) The JobHandle to wait on before closing the file. + + The JobHandle for the asynchronous close operation. You can use this JobHandle as a dependency when scheduling other jobs that must not run before the close operation is finished. + + + + + Reports whether this FileHandle instance is valid. + + + True, if this FileHandle represents an open file; otherwise, false. + + + + + The JobHandle of the asynchronous file open operation begun by the call to AsyncReadManager.OpenFileAsync that returned this FileHandle instance. + + + + + The current status of this FileHandle. + + + + + The results of an asynchronous AsyncReadManager.GetFileInfo call. + + + + + Indicates the size of the file in bytes. + + + + + Indicates whether the file exists or not. + + + + + The type of FileReadType|file read requested from the AsyncReadManager. + + + + + Async Read Request. + + + + + Sync Read Request. + + + + + Defines the possible existential states of a file. + + + + + The file does not exist. + + + + + The file exists. + + + + + The possible statuses of a FileHandle. + + + + + The file has been closed. + + + + + The file is open for reading. + + + + + The request to open this file has failed. You must still dispose of the FileHandle using FileHandle.Close. + + + + + The asynchronous operation to open the file is still in progress. + + + + + The priority level attached to the AsyncReadManager read request. + + + + + High priority request. + + + + + Low priority request. + + + + + The state of the read request at the time of retrieval of AsyncReadManagerMetrics. + + + + + The read was canceled before completion. + + + + + The read request had fully completed. + + + + + The read request had failed before completion. + + + + + The read request was waiting in the queue to be read. + + + + + The read request was in the process of being read. + + + + + The read request status was unknown. + + + + + Describes the offset, size, and destination buffer of a single read operation. + + + + + The buffer that receives the read data. + + + + + The offset where the read begins, within the file. + + + + + The size of the read in bytes. + + + + + An array of ReadCommand instances to pass to AsyncReadManager.Read and AsyncReadManager.ReadDeferred. + + + + + The number of individual entries in the array of ReadCommands pointed to by ReadCommands. + + + + + Pointer to a NativeArray of ReadCommands. + + + + + You can use this handle to query the status of an asynchronous read operation. Note: To avoid a memory leak, you must call Dispose. + + + + + Cancels the AsyncReadManager.Read operation on this handle. + + + + + Disposes the ReadHandle. Use this to free up internal resources for reuse. + + + + + Returns the total number of bytes read by all the ReadCommand operations the asynchronous file read request. + + + The total number of bytes read by the asynchronous file read request. + + + + + Returns the total number of bytes read for a specific ReadCommand index. + + The index of the ReadCommand for which to retrieve the number of bytes read. + + The number of bytes read for the specified ReadCommand. + + + + + Returns an array containing the number of bytes read by the ReadCommand operations during the asynchronous file read request, where each index corresponds to the ReadCommand index. + + + An unsafe pointer to the array storing the number of bytes read for each ReadCommand in the request. + + + + + Check if the ReadHandle is valid. + + + True if the ReadHandle is valid. + + + + + JobHandle that completes when the read operation completes. + + + + + The number of read commands performed for this read operation. Will return zero until the reads have begun. + + + + + Current state of the read operation. + + + + + The state of an asynchronous file request. + + + + + The asynchronous file request was canceled before the read operations were completed. + + + + + The asynchronous file request completed successfully and all read operations within it were completed in full. + + + + + One or more of the asynchronous file request's read operations have failed. + + + + + The asynchronous file request is in progress. + + + + + The asynchronous file request has completed but one or more of the read operations were truncated. + + + + + Class that provides access to some of the Unity low level virtual file system APIs. + + + + + This method looks up the virtual file entry specified, and returns the details of that file within the file on the local filesystem. + + Virtual file entry to find. + Out parameter containing the file on the local filesystem. + Out parameter containing the offset inside of file on the local filesystem. + Out parameter containing the size inside of file on the local filesystem. + + Details were successfully found. + + + + + Use IJob to schedule a single job that runs in parallel to other jobs and the main thread. + + + + + Implement this method to perform work on a worker thread. + + + + + Extension methods for Jobs using the IJob interface. + + + + + Perform the job's Execute method immediately on the same thread. + + The job and data to Run. + + + + Schedule the job for execution on a worker thread. + + The job and data to schedule. + Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + For jobs allow you to perform the same independent operation for each element of a native container or for a fixed number of iterations. +This Job type gives you the most flexibility over how you want your job scheduled. + + + + + Implement this method to perform work against a specific iteration index. + + The index of the for loop at which to perform work. + + + + Extension methods for Jobs using the IJobFor. + + + + + Perform the job's Execute method immediately on the main thread. + + The job and data to Run. + The number of iterations the for loop will execute. + + + + Schedule the job for execution on a single worker thread. + + The job and data to Schedule. + The number of iterations the for loop will execute. + Dependencies are used to ensure that a job executes on worker threads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Schedule the job for concurrent execution on a number of worker threads. + + The job and data to Schedule. + The number of iterations the for loop will execute. + Granularity in which workstealing is performed. A value of 32, means the job queue will steal 32 iterations and then perform them in an efficient inner loop. + Dependencies are used to ensure that a job executes on worker threads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Parallel-for jobs allow you to perform the same independent operation for each element of a native container or for a fixed number of iterations. + + + + + Implement this method to perform work against a specific iteration index. + + The index of the Parallel for loop at which to perform work. + + + + Extension methods for Jobs using the IJobParallelFor. + + + + + Perform the job's Execute method immediately on the same thread. + + The job and data to Run. + The number of iterations the for loop will execute. + + + + Schedule the job for execution on a worker thread. + + The job and data to Schedule. + The number of iterations the for loop will execute. + Granularity in which workstealing is performed. A value of 32, means the job queue will steal 32 iterations and then perform them in an efficient inner loop. + Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + JobHandle. + + + + + CheckFenceIsDependencyOrDidSyncFence. + + Job handle. + Job handle dependency. + + Return value. + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Ensures that the job has completed. + + + + + Ensures that all jobs have completed. + + + + + + + + + Ensures that all jobs have completed. + + + + + + + + + Ensures that all jobs have completed. + + + + + + + + + Returns false if the task is currently running. Returns true if the task has completed. + + + + + By default jobs are only put on a local queue when using Job Schedule functions, this actually makes them available to the worker threads to execute them. + + + + + Struct used to implement batch query jobs. + + + + + Create BatchQueryJob. + + NativeArray containing the commands to execute during a batch. The job executing the query will only read from the array, not write to it. + NativeArray which can contain the results from the commands. The job executing the query will write to the array. + + + + Struct used to schedule batch query jobs. + + + + + Initializes a BatchQueryJobStruct and returns a pointer to an internal structure (System.IntPtr) which should be passed to JobsUtility.JobScheduleParameters. + + + + + JobHandle Unsafe Utilities. + + + + + Combines multiple dependencies into a single one using an unsafe array of job handles. +See Also: JobHandle.CombineDependencies. + + + + + + + All job interface types must be marked with the JobProducerType. This is used to compile the Execute method by the Burst ASM inspector. + + + + + + + The type containing a static method named "Execute" method which is the method invokes by the job system. + + + + ProducerType is the type containing a static method named "Execute" method which is the method invokes by the job system. + + + + + Struct containing information about a range the job is allowed to work on. + + + + + Total iteration count. + + + + + Static class containing functionality to create, run and debug jobs. + + + + + Size of a cache line. + + + + + Creates job reflection data. + + + + + + + + + Returns pointer to internal JobReflectionData. + + + + + Creates job reflection data. + + + + + + + + + Returns pointer to internal JobReflectionData. + + + + + Returns the begin index and end index of the range. + + + + + + + + + Returns the work stealing range. + + + + + + + Returns true if successful. + + + + + Returns true if we this is called from inside of a C# job. + + + + + When disabled, forces jobs that have already been compiled with burst to run in mono instead. For example if you want to debug the C# jobs or just want to compare behaviour or performance. + + + + + Enables and disables the job debugger at runtime. Note that currently the job debugger is only supported in the Editor. Thus this only has effect in the editor. + + + + + Struct containing job parameters for scheduling. + + + + + Constructor. + + + + + + + + + A JobHandle to any dependency this job would have. + + + + + Pointer to the job data. + + + + + Pointer to the reflection data. + + + + + ScheduleMode option. + + + + + Current number of worker threads available to the Unity JobQueue. + + + + + Maximum number of worker threads available to the Unity JobQueue (Read Only). + + + + + Maximum job thread count. + + + + + Injects debug checks for min and max ranges of native array. + + + + + Reset JobWorkerCount to the Unity adjusted value. + + + + + Schedule a single IJob. + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule a IJobParallelFor job. + + + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule a IJobParallelFor job. + + + + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule an IJobParallelForTransform job. + + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule an IJobParallelForTransform job with read-only access to the transform data. This method provides better parallelization because it can read all transforms in parallel instead of just parallelizing across transforms in different hierarchies. + + + + + + Returns a JobHandle to the newly created Job. + + + + + Determines what the job is used for (ParallelFor or a single job). + + + + + A parallel for job. + + + + + A single job. + + + + + ScheduleMode options for scheduling a manage job. + + + + + Schedule job as batched (ScheduleMode.Batched is the same as ScheduleMode.Parallel; this enumeration value is retained to support legacy code) + + + + + Schedule job to run on multiple worker threads if possible. Jobs that cannot run concurrently will run on one thread only. + + + + + Run job immediately on calling thread. + + + + + Schedule job to run on a single worker thread. + + + + + Profiler marker usage flags. + + + + + Specifies that marker is present only in the Editor. + + + + + Specifies that marker is present in non-development Players. + + + + + Marker represents a counter. + + + + + Default value for markers created in native code. + + + + + Specifies that marker is capable of capturing GPU timings. + + + + + Marker is created by scripting code. + + + + + Specifies that marker is generated by deep profiling. + + + + + Specifies that marker is generated by invocation of scripting method from native code. + + + + + Specifies that marker highlights performance suboptimal behavior. + + + + + Options for the Profiler metadata type. + + + + + Signifies that ProfilerMarkerData.Ptr points to a raw byte array. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type double. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type float. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type int. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type long. + + + + + Signifies that ProfilerMarkerData.Ptr points to a char*. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type uint. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type ulong. + + + + + Provides information about Profiler category. + + + + + Profiler category color. + + + + + Profiler category flags. + + + + + Profiler category identifier. + + + + + Gets Profiler category name as string. + + + + + Profiler category name pointer. + + + + + Profiler category name length. + + + + + Describes Profiler metadata parameter that can be associated with a sample. + + + + + Raw pointer to the metadata value. + + + + + Size of the metadata value in bytes. + + + + + Metadata type. + + + + + Gets the description of a Profiler metric. + + + + + Gets the ProfilerCategory value of the Profiler metric. + + + + + Gets the data value type of the Profiler metric. + + + + + Profiler marker flags of the metric. + + + + + The name of the Profiler metric. + + + + + The name of the Profiler metric as a pointer to UTF-8 byte array. + + + + + Name length excluding null terminator. + + + + + Gets the data unit type of the Profiler metric. + + + + + Gets the handle of a Profiler metric. + + + + + Gets all available handles which can be accessed with ProfilerRecorder. + + + + + + Gets description of Profiler marker or counter handle. + + + + + + Indicates if a handle is valid and can be used with ProfilerRecorder. + + + + + Utility class which provides access to low level Profiler API. + + + + + Starts profiling a piece of code marked with a custom name that the markerPtr handle has defined. + + Profiler marker handle. + + + + Starts profiling a piece of code marked with a custom name that the markerPtr handle and metadata parameters has defined. + + Profiler marker handle. + Metadata parameters count. + Unsafe pointer to the ProfilerMarkerData array. + + + + AI and NavMesh Profiler category. + + + + + Memory allocation Profiler category. + + + + + Animation Profiler category. + + + + + Audio system Profiler category. + + + + + File IO Profiler category. + + + + + UI Profiler category. + + + + + Input system Profiler category. + + + + + Internal Unity systems Profiler category. + + + + + Global Illumination Profiler category. + + + + + Loading system Profiler category. + + + + + Networking system Profiler category. + + + + + Uncategorized Profiler category. + + + + + Particle system Profiler category. + + + + + Physics system Profiler category. + + + + + Rendering system Profiler category. + + + + + Generic C# code Profiler category. + + + + + Video system Profiler category. + + + + + Virtual Texturing system Profiler category. + + + + + VR systen Profiler category. + + + + + Create a new Profiler flow identifier. + + + + Returns flow identifier. + + + + + Constructs a new Profiler marker handle for code instrumentation. + + A marker name. + A profiler category identifier. + The marker flags. + The metadata parameters count, or 0 if no parameters are expected. + Marker name string length. + + Returns the marker native handle. + + + + + Constructs a new Profiler marker handle for code instrumentation. + + A marker name. + A profiler category identifier. + The marker flags. + The metadata parameters count, or 0 if no parameters are expected. + Marker name string length. + + Returns the marker native handle. + + + + + End profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + Marker handle. + + + + Add flow event to a Profiler sample. + + Profiler flow identifier. + Flow event type. + + + + Gets the Profiler category identifier. + + Category name. + Category name length. + + Returns Profiler category identifier. + + + + + Retrieves Profiler category information such as name or color. + + Profiler category identifier. + + Returns description of the category. + + + + + Set Profiler marker metadata name and type. + + Profiler marker handle. + Metadata parameter index. + Metadata parameter name. + Metadata type. Must be one of ProfilerMarkerDataType values. + Metadata unit. Must be one of ProfilerMarkerDataUnit values. + Metadata parameter name length. + + + + Set Profiler marker metadata name and type. + + Profiler marker handle. + Metadata parameter index. + Metadata parameter name. + Metadata type. Must be one of ProfilerMarkerDataType values. + Metadata unit. Must be one of ProfilerMarkerDataUnit values. + Metadata parameter name length. + + + + Creates profiling sample with a custom name that the markerPtr handle and metadata parameters has defined. + + Profiler marker handle. + Metadata parameters count. + Unsafe pointer to the ProfilerMarkerData array. + + + + Gets Profiler timestamp. + + + + + Fraction that converts the Profiler timestamp to nanoseconds. + + + + + Denominator of timestamp to nanoseconds conversion fraction. + + + + + Numerator of timestamp to nanoseconds conversion fraction. + + + + + Gets conversion ratio from Profiler timestamp to nanoseconds. + + + + + Use to specify category for instrumentation Profiler markers. + + + + + AI and NavMesh Profiler category. + + + + + Animation Profiler category. + + + + + Audio system Profiler category. + + + + + Gets Profiler category color. + + + + + Use to construct ProfilerCategory by category name. + + Profiler category name. + + + + File IO Profiler category. + + + + + UI Profiler category. + + + + + Input system Profiler category. + + + + + Internal Unity systems Profiler category. + + + + + Global Illumination Profiler category. + + + + + Loading system Profiler category. + + + + + Memory allocation Profiler category. + + + + + Gets Profiler category name. + + + + + Networking system Profiler category. + + + + + Particle system Profiler category. + + + + + Physics system Profiler category. + + + + + Rendering system Profiler category. + + + + + Generic C# code Profiler category. + + + + + Video system Profiler category. + + + + + Virtual Texturing system Profiler category. + + + + + VR systen Profiler category. + + + + + Profiler category colors enum. + + + + + Animation category markers color. + + + + + Audio category markers color. + + + + + Audio Jobs category markers color. + + + + + Audio Update Jobs category markers color. + + + + + Build System category markers color. + + + + + Burst Jobs category markers color. + + + + + Garbage Collection category markers color. + + + + + Input category markers color. + + + + + Internal category markers color. + + + + + Lighting and Global Illumination category markers color. + + + + + Memory Allocation category markers color. + + + + + Multiple miscellaneous categories markers color. + + + + + Physics category markers color. + + + + + Render category markers color. + + + + + Scripts category markers color. + + + + + User Interface category markers color. + + + + + Rendering Vertical Sync category markers color. + + + + + Options for determining if a Profiler category is built into Unity by default. + + + + + Use this flag to determine that a Profiler category is built into the Unity Editor by default. + + + + + Use this flag to determine that a Profiler category is not built into Unity by default. + + + + + Defines Profiler flow event type. + + + + + Use for the flow start point. + + + + + Use for the flow end point. + + + + + Use for the flow continuation point. + + + + + Use for the parallel flow continuation point. + + + + + Performance marker used for profiling arbitrary code blocks. + + + + + Creates a helper struct for the scoped using blocks. + + + IDisposable struct which calls Begin and End automatically. + + + + + Helper IDisposable struct for use with ProfilerMarker.Auto. + + + + + Begin profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + Object associated with the operation. + + + + Begin profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + Object associated with the operation. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + End profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + + + + Gets native handle of the ProfilerMarker. + + + + + Options for Profiler marker data unit types. + + + + + Display data value as a size, specified in bytes. + + + + + Display data value as a simple number without any unit abbreviations. + + + + + Display data value as a frequency, specified in hertz. + + + + + Display data value as a percentage value with % postfix. + + + + + Display data value as a time, specified in nanoseconds. + + + + + Use to display data value as string if ProfilerMarkerDataTypes.String16 or as a simple number without any unit abbreviations. Also use Undefined in combination with ProfilerMarkerDataTypes.Blob8 which won't be visualized. + + + + + Records the Profiler metric data that a Profiler marker or counter produces. + + + + + Maximum amount of samples ProfilerRecorder can capture. + + + + + Copies collected samples to the destination array. + + Pointer to the destination samples array. + Destination samples array size. + Reset ProfilerRecorder. + + Returns the count of the copied elements. + + + + + Copies all collected samples to the destination list. + + Destination list. + Reset ProfilerRecorder. + + + + Collected samples count. + + + + + Constructs ProfilerRecorder instance with a Profiler metric name and category. + + Profiler category name. + Profiler marker or counter name. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler category identifier. + + + + Constructs ProfilerRecorder instance with a Profiler metric name and category. + + Profiler category name. + Profiler marker or counter name. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler category identifier. + + + + Constructs ProfilerRecorder instance with a Profiler metric name. + + Profiler marker or counter name. + Maximum amount of samples to be collected. + Profiler recorder options. + + + + Constructs ProfilerRecorder instance with a Profiler metric name pointer or other unsafe handles. + + Profiler category identifier. + Profiler marker or counter name pointer. + Profiler marker or counter name length. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + Profiler recorder handle. + + + + Constructs ProfilerRecorder instance with a Profiler metric name pointer or other unsafe handles. + + Profiler category identifier. + Profiler marker or counter name pointer. + Profiler marker or counter name length. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + Profiler recorder handle. + + + + Constructs ProfilerRecorder instance with a Profiler metric name pointer or other unsafe handles. + + Profiler category identifier. + Profiler marker or counter name pointer. + Profiler marker or counter name length. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + Profiler recorder handle. + + + + Gets current value of the Profiler metric. + + + + + Gets current value of the Profiler metric as double value. + + + + + Value data type of the Profiler metric. + + + + + Releases unmanaged instance of the ProfilerRecorder. + + + + + Gets sample data. + + + + + + Indicates if ProfilerRecorder is attached to the Profiler metric. + + + + + Gets the last value collected by the ProfilerRecorder. + + + + + Gets the last value collected by the ProfilerRecorder as double. + + + + + Clears collected samples. + + + + + Start data collection. + + + + + Initialize a new instance of ProfilerRecorder and start data collection. + + Profiler category. + Profiler marker or counter name. + Maximum amount of samples to collect. + ProfilerRecorder options. + + Returns new enabled recorder instance. + + + + + Initialize a new instance of ProfilerRecorder for ProfilerMarker and start data collection. + + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + + Returns new enabled recorder instance. + + + + + Stops data collection. + + + + + Use to convert collected samples to an array. + + + + + Unit type. + + + + + Indicates whether ProfilerRecorder is associated with a valid Profiler marker or counter. + + + + + Indicates if ProfilerRecorder capacity has been exceeded. + + + + + ProfilerRecorder lifecycle and collection options. + + + + + Use to collect samples only on the thread ProfilerRecorder was initialized on. + + + + + Default initialization options. Equivalent to (SumSamplesInFrame | WrapAroundWhenCapacityReached). + + + + + Use to indicate that ProfilerRecorder should collect GPU timing instead of CPU. + + + + + Use to keep the ProfilerRecorder unmanaged instance running across a Unity domain reload. + + + + + Use to start data collection immediately upon ProfilerRecorder initialization. + + + + + Use to sum all samples within a frame and collect those as one sample per frame. + + + + + Use to allow sample value overwrite when ProfilerRecorder capacity is exceeded. + + + + + Sample value structure. + + + + + Sample count. + + + + + Raw sample value. + + + + + Reflection data for a DOTS instancing constant buffer. + + + + + The index of this constant buffer in the list of constant buffers returned by HybridV2ShaderReflection.GetDOTSInstancingCbuffers. + + + + + The value returned by Shader.PropertyToID for the name of this constant buffer. + + + + + The size of this constant buffer in bytes. + + + + + Reflection data for a DOTS instancing property. + + + + + The index of the constant buffer that contains this property in the list of constant buffers returned by HybridV2ShaderReflection.GetDOTSInstancingCbuffers. + + + + + The amount of columns or elements of this property if it's a matrix or a vector, respectively. + + + + + The value returned by Shader.PropertyToID for the name of this property. + + + + + The type of this property. + + + + + The value returned by Shader.PropertyToID for the DOTS instancing metadata constant of this property. + + + + + The offset of the metadata constant of this property in its DOTS instancing metadata constant buffer. + + + + + The amount of rows of this property if it's a matrix. + + + + + The size of this property in bytes. + + + + + Describes the type of a DOTS instancing property. + + + + + The property has type bool. + + + + + The property has type float. + + + + + The property has type half. + + + + + The property has type int. + + + + + The property has type short. + + + + + The property has a structure type. + + + + + The property has type uint. + + + + + The property has an unknown type. + + + + + Contains methods for reading Hybrid Renderer specific reflection data from shaders. + + + + + Returns the list of detected Hybrid Renderer DOTS instancing constant buffers for the given shader. + + Shader to get reflection data from. + + List of detected DOTS instancing constant buffers. + + + + + Returns the list of detected DOTS instancing properties for the given shader. + + Shader to get reflection data from. + + List of detected DOTS instancing properties. + + + + + Returns a monotonically increasing DOTS reflection data version number, which is incremented whenever a shader is loaded that contains DOTS instancing properties. + + + DOTS reflection data version number. + + + + + Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API. + + + + + Version of Unity API. + + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. + + Unity version that this assembly is compatible with. + Must be set to true. + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. This overload has been deprecated. + + Unity version that this assembly is compatible with. + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. This constructor is used by internal tooling. + + Unity version that this assembly is compatible with. + A comma-separated list comprised of the assembly name and attribute hash pairs. For example, assemblyname:hash,assemblyname:hash. + + + + The Core module implements basic classes required for Unity to function. + + + + + Constants to pass to Application.RequestUserAuthorization. + + + + + Request permission to use any audio input sources attached to the computer. + + + + + Request permission to use any video input sources attached to the computer. + + + + + Representation of 2D vectors and points. + + + + + Shorthand for writing Vector2(0, -1). + + + + + Shorthand for writing Vector2(-1, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector2(float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector2(1, 1). + + + + + Shorthand for writing Vector2(float.PositiveInfinity, float.PositiveInfinity). + + + + + Shorthand for writing Vector2(1, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector2(0, 1). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Shorthand for writing Vector2(0, 0). + + + + + Gets the unsigned angle in degrees between from and to. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + The unsigned angle in degrees between the two vectors. + + + + + Returns a copy of vector with its magnitude clamped to maxLength. + + + + + + + Constructs a new vector with given x, y components. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Converts a Vector3 to a Vector2. + + + + + + Converts a Vector2 to a Vector3. + + + + + + Linearly interpolates between vectors a and b by t. + + + + + + + + Linearly interpolates between vectors a and b by t. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current towards target. + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Divides a vector by another vector. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by another vector. + + + + + + + Adds two vectors. + + + + + + + Returns the 2D vector perpendicular to this 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up. + + The input direction. + + The perpendicular direction. + + + + + Reflects a vector off the vector defined by a normal. + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x and y components of an existing Vector2. + + + + + + + Gets the signed angle in degrees between from and to. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + The signed angle in degrees between the two vectors. + + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Access the x or y component using [0] or [1] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of 2D vectors and points using integers. + + + + + Shorthand for writing Vector2Int(0, -1). + + + + + Shorthand for writing Vector2Int(-1, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector2Int(1, 1). + + + + + Shorthand for writing Vector2Int(1, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector2Int(0, 1). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Shorthand for writing Vector2Int(0, 0). + + + + + Converts a Vector2 to a Vector2Int by doing a Ceiling to each value. + + + + + + Clamps the Vector2Int to the bounds given by min and max. + + + + + + + Returns the distance between a and b. + + + + + + + Returns true if the objects are equal. + + + + + + Converts a Vector2 to a Vector2Int by doing a Floor to each value. + + + + + + Gets the hash code for the Vector2Int. + + + The hash code of the Vector2Int. + + + + + Converts a Vector2Int to a Vector2. + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Divides a vector by a number. + + + + + + + Returns true if the vectors are equal. + + + + + + + Converts a Vector2Int to a Vector3Int. + + + + + + Subtracts one vector from another. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Converts a Vector2 to a Vector2Int by doing a Round to each value. + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x and y components of an existing Vector2Int. + + + + + + + Access the x or y component using [0] or [1] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of 3D vectors and points. + + + + + Shorthand for writing Vector3(0, 0, -1). + + + + + Shorthand for writing Vector3(0, -1, 0). + + + + + Shorthand for writing Vector3(0, 0, 1). + + + + + Shorthand for writing Vector3(-1, 0, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector3(1, 1, 1). + + + + + Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). + + + + + Shorthand for writing Vector3(1, 0, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector3(0, 1, 0). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector3(0, 0, 0). + + + + + Calculates the angle between vectors from and. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + The angle in degrees between the two vectors. + + + + + Returns a copy of vector with its magnitude clamped to maxLength. + + + + + + + Cross Product of two vectors. + + + + + + + Creates a new vector with given x, y, z components. + + + + + + + + Creates a new vector with given x, y components and sets z to zero. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Linearly interpolates between two points. + + Start value, returned when t = 0. + End value, returned when t = 1. + Value used to interpolate between a and b. + + Interpolated value, equals to a + (b - a) * t. + + + + + Linearly interpolates between two vectors. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Calculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta. + + The position to move from. + The position to move towards. + Distance to move current per call. + + The new position. + + + + + Makes this vector have a magnitude of 1. + + + + + + Divides a vector by a number. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors are different. + + + + + + + Adds two vectors. + + + + + + + Makes vectors normalized and orthogonal to each other. + + + + + + + Makes vectors normalized and orthogonal to each other. + + + + + + + + Projects a vector onto another vector. + + + + + + + Projects a vector onto a plane defined by a normal orthogonal to the plane. + + The direction from the vector towards the plane. + The location of the vector above the plane. + + The location of the vector on the plane. + + + + + Reflects a vector off the plane defined by a normal. + + + + + + + Rotates a vector current towards target. + + The vector being managed. + The vector. + The maximum angle in radians allowed for this rotation. + The maximum allowed change in vector magnitude for this rotation. + + The location that RotateTowards generates. + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y and z components of an existing Vector3. + + + + + + + + Calculates the signed angle between vectors from and to in relation to axis. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + A vector around which the other vectors are rotated. + + Returns the signed angle between from and to in degrees. + + + + + Spherically interpolates between two vectors. + + + + + + + + Spherically interpolates between two vectors. + + + + + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Access the x, y, z components using [0], [1], [2] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of 3D vectors and points using integers. + + + + + Shorthand for writing Vector3Int(0, 0, -1). + + + + + Shorthand for writing Vector3Int(0, -1, 0). + + + + + Shorthand for writing Vector3Int(0, 0, 1). + + + + + Shorthand for writing Vector3Int(-1, 0, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector3Int(1, 1, 1). + + + + + Shorthand for writing Vector3Int(1, 0, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector3Int(0, 1, 0). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector3Int(0, 0, 0). + + + + + Converts a Vector3 to a Vector3Int by doing a Ceiling to each value. + + + + + + Clamps the Vector3Int to the bounds given by min and max. + + + + + + + Initializes and returns an instance of a new Vector3Int with x, y, z components. + + The X component of the Vector3Int. + The Y component of the Vector3Int. + The Z component of the Vector3Int. + + + + Initializes and returns an instance of a new Vector3Int with x and y components and sets z to zero. + + The X component of the Vector3Int. + The Y component of the Vector3Int. + + + + Returns the distance between a and b. + + + + + + + Returns true if the objects are equal. + + + + + + Converts a Vector3 to a Vector3Int by doing a Floor to each value. + + + + + + Gets the hash code for the Vector3Int. + + + The hash code of the Vector3Int. + + + + + Converts a Vector3Int to a Vector3. + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Divides a vector by a number. + + + + + + + Returns true if the vectors are equal. + + + + + + + Converts a Vector3Int to a Vector2Int. + + + + + + Subtracts one vector from another. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Converts a Vector3 to a Vector3Int by doing a Round to each value. + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y and z components of an existing Vector3Int. + + + + + + + + Access the x, y or z component using [0], [1] or [2] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of four-dimensional vectors. + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector4(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector4(1,1,1,1). + + + + + Shorthand for writing Vector4(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). + + + + + Returns the squared length of this vector (Read Only). + + + + + W component of the vector. + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector4(0,0,0,0). + + + + + Creates a new vector with given x, y, z, w components. + + + + + + + + + Creates a new vector with given x, y, z components and sets w to zero. + + + + + + + + Creates a new vector with given x, y components and sets z and w to zero. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Converts a Vector4 to a Vector2. + + + + + + Converts a Vector4 to a Vector3. + + + + + + Converts a Vector2 to a Vector4. + + + + + + Converts a Vector3 to a Vector4. + + + + + + Linearly interpolates between two vectors. + + + + + + + + Linearly interpolates between two vectors. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current towards target. + + + + + + + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Adds two vectors. + + + + + + + Projects a vector onto another vector. + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y, z and w components of an existing Vector4. + + + + + + + + + Access the x, y, z, w components using [0], [1], [2], [3] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + This enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. + + + + + The texture used by an external XR provider. The provider is responsible for defining the texture's layout and use. + + + + + The RenderTexture is not a VR eye texture. No special rendering behavior will occur. + + + + + This texture corresponds to a single eye on a stereoscopic display. + + + + + This texture corresponds to two eyes on a stereoscopic display. This will be taken into account when using Graphics.Blit and other rendering functions. + + + + + Waits until the end of the frame after Unity has rendererd every Camera and GUI, just before displaying the frame on screen. + + + + + Waits until next fixed frame rate update function. See Also: MonoBehaviour.FixedUpdate. + + + + + Suspends the coroutine execution for the given amount of seconds using scaled time. + + + + + Suspends the coroutine execution for the given amount of seconds using scaled time. + + Delay execution by the amount of time in seconds. + + + + Suspends the coroutine execution for the given amount of seconds using unscaled time. + + + + + The given amount of seconds that the yield instruction will wait for. + + + + + Creates a yield instruction to wait for a given number of seconds using unscaled time. + + + + + + Suspends the coroutine execution until the supplied delegate evaluates to true. + + + + + Initializes a yield instruction with a given delegate to be evaluated. + + Supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns true. + + + + Suspends the coroutine execution until the supplied delegate evaluates to false. + + + + + Initializes a yield instruction with a given delegate to be evaluated. + + The supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns false. + + + + Sets which weights to use when calculating curve segments. + + + + + Include inWeight and outWeight when calculating curve segments. + + + + + Include inWeight when calculating the previous curve segment. + + + + + Exclude both inWeight or outWeight when calculating curve segments. + + + + + Include outWeight when calculating the next curve segment. + + + + + Exposes useful information related to crash reporting on Windows platforms. + + + + + Returns the path to the crash report folder on Windows. + + + + + Class representing cryptography algorithms. + + + + + Computes MD5 hash value for the specified byte array. + + The input to compute the hash code for. + + + + Computes SHA1 hash value for the specified byte array. + + The input to compute the hash code for. + + + + Exposes static methods for directory operations. + + + + + Returns a path to local folder. + + + + + Returns a path to roaming folder. + + + + + Returns a path to temporary folder. + + + + + Creates directory in the specified path. + + The directory path to create. + + + + Deletes a directory from a specified path. + + The name of the directory to remove. + + + + Determines whether the given path refers to an existing directory. + + The path to test. + + + + Provides static methods for file operations. + + + + + Deletes the specified file. + + The name of the file to be deleted. + + + + Determines whether the specified file exists. + + The file to check. + + + + Opens a binary file, reads the contents of the file into a byte array, and then closes the file. + + The file to open for reading. + + + + Creates a new file, writes the specified byte array to the file, and then closes the file. If the target file already exists, it is overwritten. + + The file to write to. + The bytes to write to the file. + + + + Provides static methods for Windows specific input manipulation. + + + + + Forwards raw input events to Unity. + + Pointer to array of indices that specify the byte offsets of RAWINPUTHEADER structures in rawInputData. + Pointer to array of indices that specify the byte offsets of RAWINPUT::data field in rawInputData. + Number of RAWINPUT events. + Pointer to byte array containing RAWINPUT events. + RawInputData array size in bytes. + + + + Forwards raw input events to Unity. + + Pointer to array of indices that specify the byte offsets of RAWINPUTHEADER structures in rawInputData. + Pointer to array of indices that specify the byte offsets of RAWINPUT::data field in rawInputData. + Number of RAWINPUT events. + Pointer to byte array containing RAWINPUT events. + RawInputData array size in bytes. + + + + This class provides information regarding application's trial status and allows initiating application purchase. + + + + + Checks whether the application is installed in trial mode. + + + + + Attempts to purchase the app if it is in installed in trial mode. + + + Purchase receipt. + + + + + Used by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Phrases under the specified minimum level will be ignored. + + + + + High confidence level. + + + + + Low confidence level. + + + + + Medium confidence level. + + + + + Everything is rejected. + + + + + Represents the reason why dictation session has completed. + + + + + Dictation session completion was caused by bad audio quality. + + + + + Dictation session was either cancelled, or the application was paused while dictation session was in progress. + + + + + Dictation session has completed successfully. + + + + + Dictation session has finished because a microphone was not available. + + + + + Dictation session has finished because network connection was not available. + + + + + Dictation session has reached its timeout. + + + + + Dictation session has completed due to an unknown error. + + + + + DictationRecognizer listens to speech input and attempts to determine what phrase was uttered. + + + + + The time length in seconds before dictation recognizer session ends due to lack of audio input. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Event that is triggered when the recognizer session completes. + + Delegate that is to be invoked on DictationComplete event. + + + + Delegate for DictationComplete event. + + The cause of dictation session completion. + + + + Event that is triggered when the recognizer session encouters an error. + + Delegate that is to be invoked on DictationError event. + + + + Delegate for DictationError event. + + The error mesage. + HRESULT code that corresponds to the error. + + + + Event that is triggered when the recognizer changes its hypothesis for the current fragment. + + Delegate to be triggered in the event of a hypothesis changed event. + + + + Callback indicating a hypothesis change event. You should register with DictationHypothesis event. + + The text that the recognizer believes may have been recognized. + + + + Event indicating a phrase has been recognized with the specified confidence level. + + The delegate to be triggered when this event is triggered. + + + + Callback indicating a phrase has been recognized with the specified confidence level. You should register with DictationResult event. + + The recognized text. + The confidence level at which the text was recognized. + + + + Disposes the resources this dictation recognizer uses. + + + + + The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard in the current session. + + + + + Starts the dictation recognization session. Dictation recognizer can only be started if PhraseRecognitionSystem is not running. + + + + + Indicates the status of dictation recognizer. + + + + + Stops the dictation recognization session. + + + + + DictationTopicConstraint enum specifies the scenario for which a specific dictation recognizer should optimize. + + + + + Dictation recognizer will optimize for dictation scenario. + + + + + Dictation recognizer will optimize for form-filling scenario. + + + + + Dictation recognizer will optimize for web search scenario. + + + + + The GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk. +The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines. + + + + + Creates a grammar recognizer using specified file path and minimum confidence. + + Path of the grammar file. + The confidence level at which the recognizer will begin accepting phrases. + + + + Creates a grammar recognizer using specified file path and minimum confidence. + + Path of the grammar file. + The confidence level at which the recognizer will begin accepting phrases. + + + + Returns the grammar file path which was supplied when the grammar recognizer was created. + + + + + KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords. + + + + + Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. + + The keywords that the recognizer will listen to. + The minimum confidence level of speech recognition that the recognizer will accept. + + + + Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. + + The keywords that the recognizer will listen to. + The minimum confidence level of speech recognition that the recognizer will accept. + + + + Returns the list of keywords which was supplied when the keyword recognizer was created. + + + + + Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them. + + + + + Returns whether speech recognition is supported on the machine that the application is running on. + + + + + Delegate for OnError event. + + Error code for the error that occurred. + + + + Event that gets invoked when phrase recognition system encounters an error. + + Delegate that will be invoked when the event occurs. + + + + Event which occurs when the status of the phrase recognition system changes. + + Delegate that will be invoked when the event occurs. + + + + Attempts to restart the phrase recognition system. + + + + + Shuts phrase recognition system down. + + + + + Returns the current status of the phrase recognition system. + + + + + Delegate for OnStatusChanged event. + + The new status of the phrase recognition system. + + + + Provides information about a phrase recognized event. + + + + + A measure of correct recognition certainty. + + + + + The time it took for the phrase to be uttered. + + + + + The moment in time when uttering of the phrase began. + + + + + A semantic meaning of recognized phrase. + + + + + The text that was recognized. + + + + + A common base class for both keyword recognizer and grammar recognizer. + + + + + Disposes the resources used by phrase recognizer. + + + + + Tells whether the phrase recognizer is listening for phrases. + + + + + Event that gets fired when the phrase recognizer recognizes a phrase. + + Delegate that will be invoked when the event occurs. + + + + Delegate for OnPhraseRecognized event. + + Information about a phrase recognized event. + + + + Makes the phrase recognizer start listening to phrases. + + + + + Stops the phrase recognizer from listening to phrases. + + + + + Semantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files. + + + + + A key of semantic meaning. + + + + + Values of semantic property that the correspond to the semantic meaning key. + + + + + Represents an error in a speech recognition system. + + + + + Speech recognition engine failed because the audio quality was too low. + + + + + Speech recognition engine failed to compiled specified grammar. + + + + + Speech error occurred because a microphone was not available. + + + + + Speech error occurred due to a network failure. + + + + + No error occurred. + + + + + A speech recognition system has timed out. + + + + + Supplied grammar file language is not supported. + + + + + A speech recognition system has encountered an unknown error. + + + + + Represents the current status of the speech recognition system or a dictation recognizer. + + + + + Speech recognition system has encountered an error and is in an indeterminate state. + + + + + Speech recognition system is running. + + + + + Speech recognition system is stopped. + + + + + When calling PhotoCapture.StartPhotoModeAsync, you must pass in a CameraParameters object that contains the various settings that the web camera will use. + + + + + A valid height resolution for use with the web camera. + + + + + A valid width resolution for use with the web camera. + + + + + The framerate at which to capture video. This is only for use with VideoCapture. + + + + + The opacity of captured holograms. + + + + + The pixel format used to capture and record your image data. + + + + + The encoded image or video pixel format to use for PhotoCapture and VideoCapture. + + + + + 8 bits per channel (blue, green, red, and alpha). + + + + + Encode photo in JPEG format. + + + + + 8-bit Y plane followed by an interleaved U/V plane with 2x2 subsampling. + + + + + Portable Network Graphics Format. + + + + + Captures a photo from the web camera and stores it in memory or on disk. + + + + + Contains the result of the capture request. + + + + + Specifies that the desired operation was successful. + + + + + Specifies that an unknown error occurred. + + + + + Asynchronously creates an instance of a PhotoCapture object that can be used to capture photos. + + Will allow you to capture holograms in your photo. + This callback will be invoked when the PhotoCapture instance is created and ready to be used. + + + + Asynchronously creates an instance of a PhotoCapture object that can be used to capture photos. + + Will allow you to capture holograms in your photo. + This callback will be invoked when the PhotoCapture instance is created and ready to be used. + + + + Dispose must be called to shutdown the PhotoCapture instance. + + + + + Provides a COM pointer to the native IVideoDeviceController. + + + A native COM pointer to the IVideoDeviceController. + + + + + Called when a photo has been saved to the file system. + + Indicates whether or not the photo was successfully saved to the file system. + + + + Called when a photo has been captured to memory. + + Indicates whether or not the photo was successfully captured to memory. + Contains the target texture. If available, the spatial information will be accessible through this structure as well. + + + + Called when a PhotoCapture resource has been created. + + The PhotoCapture instance. + + + + Called when photo mode has been started. + + Indicates whether or not photo mode was successfully activated. + + + + Called when photo mode has been stopped. + + Indicates whether or not photo mode was successfully deactivated. + + + + A data container that contains the result information of a photo capture operation. + + + + + The specific HResult value. + + + + + A generic result that indicates whether or not the PhotoCapture operation succeeded. + + + + + Indicates whether or not the operation was successful. + + + + + Asynchronously starts photo mode. + + The various settings that should be applied to the web camera. + This callback will be invoked once photo mode has been activated. + + + + Asynchronously stops photo mode. + + This callback will be invoked once photo mode has been deactivated. + + + + A list of all the supported device resolutions for taking pictures. + + + + + Asynchronously captures a photo from the web camera and saves it to disk. + + The location where the photo should be saved. The filename must end with a png or jpg file extension. + The encoding format that should be used. + Invoked once the photo has been saved to disk. + Invoked once the photo has been copied to the target texture. + + + + Asynchronously captures a photo from the web camera and saves it to disk. + + The location where the photo should be saved. The filename must end with a png or jpg file extension. + The encoding format that should be used. + Invoked once the photo has been saved to disk. + Invoked once the photo has been copied to the target texture. + + + + Image Encoding Format. + + + + + JPEG Encoding. + + + + + PNG Encoding. + + + + + Contains information captured from the web camera. + + + + + The length of the raw IMFMediaBuffer which contains the image captured. + + + + + Specifies whether or not spatial data was captured. + + + + + The raw image data pixel format. + + + + + Will copy the raw IMFMediaBuffer image data into a byte list. + + The destination byte list to which the raw captured image data will be copied to. + + + + Disposes the PhotoCaptureFrame and any resources it uses. + + + + + Provides a COM pointer to the native IMFMediaBuffer that contains the image data. + + + A native COM pointer to the IMFMediaBuffer which contains the image data. + + + + + This method will return the camera to world matrix at the time the photo was captured if location data if available. + + A matrix to be populated by the Camera to world Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + + + + + This method will return the projection matrix at the time the photo was captured if location data if available. + + The near clip plane distance. + The far clip plane distance. + A matrix to be populated by the Projection Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + + + + + This method will return the projection matrix at the time the photo was captured if location data if available. + + The near clip plane distance. + The far clip plane distance. + A matrix to be populated by the Projection Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + + + + + This method will copy the captured image data into a user supplied texture for use in Unity. + + The target texture that the captured image data will be copied to. + + + + Records a video from the web camera directly to disk. + + + + + Specifies what audio sources should be recorded while recording the video. + + + + + Include both the application audio as well as the mic audio in the video recording. + + + + + Only include the application audio in the video recording. + + + + + Only include the mic audio in the video recording. + + + + + Do not include any audio in the video recording. + + + + + Contains the result of the capture request. + + + + + Specifies that the desired operation was successful. + + + + + Specifies that an unknown error occurred. + + + + + Asynchronously creates an instance of a VideoCapture object that can be used to record videos from the web camera to disk. + + Allows capturing holograms in your video. + This callback will be invoked when the VideoCapture instance is created and ready to be used. + + + + Asynchronously creates an instance of a VideoCapture object that can be used to record videos from the web camera to disk. + + Allows capturing holograms in your video. + This callback will be invoked when the VideoCapture instance is created and ready to be used. + + + + You must call Dispose to shutdown the VideoCapture instance and release the native WinRT objects. + + + + + Returns the supported frame rates at which a video can be recorded given a resolution. + + A recording resolution. + + The frame rates at which the video can be recorded. + + + + + Provides a COM pointer to the native IVideoDeviceController. + + + A native COM pointer to the IVideoDeviceController. + + + + + Indicates whether or not the VideoCapture instance is currently recording video. + + + + + Called when the web camera begins recording the video. + + Indicates whether or not video recording started successfully. + + + + Called when the video recording has been saved to the file system. + + Indicates whether or not video recording was saved successfully to the file system. + + + + Called when a VideoCapture resource has been created. + + The VideoCapture instance. + + + + Called when video mode has been started. + + Indicates whether or not video mode was successfully activated. + + + + Called when video mode has been stopped. + + Indicates whether or not video mode was successfully deactivated. + + + + Asynchronously records a video from the web camera to the file system. + + The name of the video to be recorded to. + Invoked as soon as the video recording begins. + + + + Asynchronously starts video mode. + + The various settings that should be applied to the web camera. + Indicates how audio should be recorded. + This callback will be invoked once video mode has been activated. + + + + Asynchronously stops recording a video from the web camera to the file system. + + Invoked as soon as video recording has finished. + + + + Asynchronously stops video mode. + + This callback will be invoked once video mode has been deactivated. + + + + A list of all the supported device resolutions for recording videos. + + + + + A data container that contains the result information of a video recording operation. + + + + + The specific Windows HRESULT code. + + + + + A generic result that indicates whether or not the VideoCapture operation succeeded. + + + + + Indicates whether or not the operation was successful. + + + + + Contains general information about the current state of the web camera. + + + + + Specifies what mode the Web Camera is currently in. + + + + + Describes the active mode of the Web Camera resource. + + + + + Resource is not in use. + + + + + Resource is in Photo Mode. + + + + + Resource is in Video Mode. + + + + + Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve. + + + + + Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing. + + + + + Reads the default repeat mode set higher up. + + + + + When time reaches the end of the animation clip, time will continue at the beginning. + + + + + When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip. + + + + + When time reaches the end of the animation clip, time will ping pong back between beginning and end. + + + + + Delegate that can be invoked on specific thread. + + + + + Provides essential methods related to Window Store application. + + + + + Advertising ID. + + + + + Arguments passed to application. + + + + + Fired when application window is activated. + + + + + + Fired when window size changes. + + + + + + Executes callback item on application thread. + + Item to execute. + Wait until item is executed. + + + + Executes callback item on UI thread. + + Item to execute. + Wait until item is executed. + + + + Returns true if you're running on application thread. + + + + + Returns true if you're running on UI thread. + + + + + Cursor API for Windows Store Apps. + + + + + Set a custom cursor. + + The cursor resource id. + + + + List of accessible folders on Windows Store Apps. + + + + + Class which is capable of launching user's default app for file type or a protocol. See also PlayerSettings where you can specify file or URI associations. + + + + + Launches the default app associated with specified file. + + Folder type where the file is located. + Relative file path inside the specified folder. + Shows user a warning that application will be switched. + + + + Opens a dialog for picking the file. + + File extension. + + + + Starts the default app associated with the URI scheme name for the specified URI, using the specified options. + + The URI. + Displays a warning that the URI is potentially unsafe. + + + + Defines the default look of secondary tile. + + + + + + Arguments to be passed for application when secondary tile is activated. + + + + + Defines background color for secondary tile. + + + + + + Defines, whether backgroundColor should be used. + + + + + + Display name for secondary tile. + + + + + + Defines the style for foreground text on a secondary tile. + + + + + + Uri to logo, shown for secondary tile on lock screen. + + + + + + Whether to show secondary tile on lock screen. + + + + + + Phonetic name for secondary tile. + + + + + + Defines whether secondary tile is copied to another device when application is installed by the same users account. + + + + + + Defines whether the displayName should be shown on a medium secondary tile. + + + + + + Defines whether the displayName should be shown on a large secondary tile. + + + + + + Defines whether the displayName should be shown on a wide secondary tile. + + + + + + Uri to the logo for medium size tile. + + + + + Uri to the logo shown on tile + + + + + + Uri to the logo for large size tile. + + + + + + Uri to the logo for small size tile. + + + + + + Unique identifier within application for a secondary tile. + + + + + + Uri to the logo for wide tile. + + + + + Constructor for SecondaryTileData, sets default values for all members. + + Unique identifier for secondary tile. + A display name for a tile. + + + + Represents tile on Windows start screen + + + + + + Whether secondary tile is pinned to start screen. + + + + + + Whether secondary tile was approved (pinned to start screen) or rejected by user. + + + + + + A unique string, identifying secondary tile + + + + + Returns applications main tile + + + + + + Creates new or updates existing secondary tile. + + The data used to create or update secondary tile. + The coordinates for a request to create new tile. + The area on the screen above which the request to create new tile will be displayed. + + New Tile object, that can be used for further work with the tile. + + + + + Creates new or updates existing secondary tile. + + The data used to create or update secondary tile. + The coordinates for a request to create new tile. + The area on the screen above which the request to create new tile will be displayed. + + New Tile object, that can be used for further work with the tile. + + + + + Creates new or updates existing secondary tile. + + The data used to create or update secondary tile. + The coordinates for a request to create new tile. + The area on the screen above which the request to create new tile will be displayed. + + New Tile object, that can be used for further work with the tile. + + + + + Show a request to unpin secondary tile from start screen. + + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + An identifier for secondary tile. + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + An identifier for secondary tile. + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + An identifier for secondary tile. + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Whether secondary tile is pinned to start screen. + + An identifier for secondary tile. + + + + Gets all secondary tiles. + + + An array of Tile objects. + + + + + Returns the secondary tile, identified by tile id. + + A tile identifier. + + A Tile object or null if secondary tile does not exist (not pinned to start screen and user request is complete). + + + + + Get template XML for tile notification. + + A template identifier. + + String, which is an empty XML document to be filled and used for tile notification. + + + + + Starts periodic update of a badge on a tile. + + + A remote location from where to retrieve tile update + A time interval in minutes, will be rounded to a value, supported by the system + + + + Starts periodic update of a tile. + + + a remote location fromwhere to retrieve tile update + a time interval in minutes, will be rounded to a value, supported by the system + + + + Remove badge from tile. + + + + + Stops previously started periodic update of a tile. + + + + + Stops previously started periodic update of a tile. + + + + + Send a notification for tile (update tiles look). + + A string containing XML document for new tile look. + An uri to 150x150 image, shown on medium tile. + An uri to a 310x150 image to be shown on a wide tile (if such issupported). + An uri to a 310x310 image to be shown on a large tile (if such is supported). + A text to shown on a tile. + + + + Send a notification for tile (update tiles look). + + A string containing XML document for new tile look. + An uri to 150x150 image, shown on medium tile. + An uri to a 310x150 image to be shown on a wide tile (if such issupported). + An uri to a 310x310 image to be shown on a large tile (if such is supported). + A text to shown on a tile. + + + + Sets or updates badge on a tile to an image. + + Image identifier. + + + + Set or update a badge on a tile to a number. + + Number to be shown on a badge. + + + + Style for foreground text on a secondary tile. + + + + + Templates for various tile styles. + + + + + + Represents a toast notification in Windows Store Apps. + + + + + + true if toast was activated by user. + + + + + Arguments to be passed for application when toast notification is activated. + + + + + true if toast notification was dismissed (for any reason). + + + + + true if toast notification was explicitly dismissed by user. + + + + + Create toast notification. + + XML document with tile data. + Uri to image to show on a toast, can be empty, in that case text-only notification will be shown. + A text to display on a toast notification. + + A toast object for further work with created notification or null, if creation of toast failed. + + + + + Create toast notification. + + XML document with tile data. + Uri to image to show on a toast, can be empty, in that case text-only notification will be shown. + A text to display on a toast notification. + + A toast object for further work with created notification or null, if creation of toast failed. + + + + + Get template XML for toast notification. + + + A template identifier. + + string, which is an empty XML document to be filled and used for toast notification. + + + + + Hide displayed toast notification. + + + + + Show toast notification. + + + + + Templates for various toast styles. + + + + + + This event occurs when window completes activation or deactivation, it also fires up when you snap and unsnap the application. + + + + + + Specifies the set of reasons that a windowActivated event was raised. + + + + + The window was activated. + + + + + The window was deactivated. + + + + + The window was activated by pointer interaction. + + + + + This event occurs when window rendering size changes. + + + + + + + Base class for all yield instructions. + + + + diff --git a/FirstVillainLibrary/bin/Debug/UnityEngine.SharedInternalsModule.dll b/FirstVillainLibrary/bin/Debug/UnityEngine.SharedInternalsModule.dll new file mode 100644 index 0000000..cf20db5 Binary files /dev/null and b/FirstVillainLibrary/bin/Debug/UnityEngine.SharedInternalsModule.dll differ diff --git a/FirstVillainLibrary/bin/Debug/UnityEngine.SharedInternalsModule.xml b/FirstVillainLibrary/bin/Debug/UnityEngine.SharedInternalsModule.xml new file mode 100644 index 0000000..5b91a55 --- /dev/null +++ b/FirstVillainLibrary/bin/Debug/UnityEngine.SharedInternalsModule.xml @@ -0,0 +1,13 @@ + + + + + UnityEngine.SharedInternalsModule + + + + SharedInternals is a module used internally to provide low-level functionality needed by other modules. + + + + diff --git a/FirstVillainLibrary/bin/Debug/UnityEngine.UI.dll b/FirstVillainLibrary/bin/Debug/UnityEngine.UI.dll new file mode 100644 index 0000000..87bc184 Binary files /dev/null and b/FirstVillainLibrary/bin/Debug/UnityEngine.UI.dll differ diff --git a/FirstVillainLibrary/bin/Debug/UnityEngine.UI.pdb b/FirstVillainLibrary/bin/Debug/UnityEngine.UI.pdb new file mode 100644 index 0000000..d11f061 Binary files /dev/null and b/FirstVillainLibrary/bin/Debug/UnityEngine.UI.pdb differ diff --git a/FirstVillainLibrary/bin/Release/ExcelDataReader.DataSet.dll b/FirstVillainLibrary/bin/Release/ExcelDataReader.DataSet.dll new file mode 100644 index 0000000..88e6002 Binary files /dev/null and b/FirstVillainLibrary/bin/Release/ExcelDataReader.DataSet.dll differ diff --git a/FirstVillainLibrary/bin/Release/ExcelDataReader.DataSet.pdb b/FirstVillainLibrary/bin/Release/ExcelDataReader.DataSet.pdb new file mode 100644 index 0000000..34b8912 Binary files /dev/null and b/FirstVillainLibrary/bin/Release/ExcelDataReader.DataSet.pdb differ diff --git a/FirstVillainLibrary/bin/Release/ExcelDataReader.DataSet.xml b/FirstVillainLibrary/bin/Release/ExcelDataReader.DataSet.xml new file mode 100644 index 0000000..4cdb229 --- /dev/null +++ b/FirstVillainLibrary/bin/Release/ExcelDataReader.DataSet.xml @@ -0,0 +1,71 @@ + + + + ExcelDataReader.DataSet + + + + + ExcelDataReader DataSet extensions + + + + + Converts all sheets to a DataSet + + The IExcelDataReader instance + An optional configuration object to modify the behavior of the conversion + A dataset with all workbook contents + + + + Processing configuration options and callbacks for IExcelDataReader.AsDataSet(). + + + + + Gets or sets a value indicating whether to set the DataColumn.DataType property in a second pass. + + + + + Gets or sets a callback to obtain configuration options for a DataTable. + + + + + Gets or sets a callback to determine whether to include the current sheet in the DataSet. Called once per sheet before ConfigureDataTable. + + + + + Processing configuration options and callbacks for AsDataTable(). + + + + + Gets or sets a value indicating the prefix of generated column names. + + + + + Gets or sets a value indicating whether to use a row from the data as column names. + + + + + Gets or sets a callback to determine which row is the header row. Only called when UseHeaderRow = true. + + + + + Gets or sets a callback to determine whether to include the current row in the DataTable. + + + + + Gets or sets a callback to determine whether to include the specific column in the DataTable. Called once per column after reading the headers. + + + + diff --git a/FirstVillainLibrary/bin/Release/ExcelDataReader.dll b/FirstVillainLibrary/bin/Release/ExcelDataReader.dll new file mode 100644 index 0000000..767f8da Binary files /dev/null and b/FirstVillainLibrary/bin/Release/ExcelDataReader.dll differ diff --git a/FirstVillainLibrary/bin/Release/ExcelDataReader.pdb b/FirstVillainLibrary/bin/Release/ExcelDataReader.pdb new file mode 100644 index 0000000..c1e467d Binary files /dev/null and b/FirstVillainLibrary/bin/Release/ExcelDataReader.pdb differ diff --git a/FirstVillainLibrary/bin/Release/ExcelDataReader.xml b/FirstVillainLibrary/bin/Release/ExcelDataReader.xml new file mode 100644 index 0000000..dc62d59 --- /dev/null +++ b/FirstVillainLibrary/bin/Release/ExcelDataReader.xml @@ -0,0 +1,1680 @@ + + + + ExcelDataReader + + + + + A range for cells using 0 index positions. + + + + + Gets the column the range starts in + + + + + Gets the row the range starts in + + + + + Gets the column the range ends in + + + + + Gets the row the range ends in + + + + + If present the Calculate Message was in the status bar when Excel saved the file. + This occurs if the sheet changed, the Manual calculation option was on, and the Recalculate Before Save option was off. + + + + + Gets the string value. Encoding is only used with BIFF2-5 byte strings. + + + + + Represents blank cell + Base class for all cell types + + + + + Gets the zero-based index of row containing this cell. + + + + + Gets the zero-based index of column containing this cell. + + + + + Gets the extended format used for this cell. If BIFF2 and this value is 63, this record was preceded by an IXFE record containing the actual XFormat >= 63. + + + + + Gets the number format used for this cell. Only used in BIFF2 without XF records. Used by Excel 2.0/2.1 instead of XF/IXFE records. + + + + + + + + Gets a value indicating whether the cell's record identifier is BIFF2-specific. + The shared binary layout of BIFF2 cells are different from BIFF3+. + + + + + Represents BIFF BOF record + + + + + Gets the version. + + + + + Gets the type of the BIFF block + + + + + Gets the creation Id. + + Not used before BIFF5 + + + + Gets the creation year. + + Not used before BIFF5 + + + + Gets the file history flag. + + Not used before BIFF8 + + + + Gets the minimum Excel version to open this file. + + Not used before BIFF8 + + + + Represents Sheet record in Workbook Globals + + + + + Gets the worksheet data start offset. + + + + + Gets the worksheet type. + + + + + Gets the visibility of the worksheet. + + + + + Gets the name of the worksheet. + + + + + Represents additional space for very large records + + + + + Represents cell-indexing record, finishes each row values block + + + + + Gets the offset of first row linked with this record + + + + + Gets the addresses of cell values. + + + + + Gets the row height in twips + + + + + Represents Dimensions of worksheet + + + + + Gets the index of first row. + + + + + Gets the index of last row + 1. + + + + + Gets the index of first column. + + + + + Gets the index of last column + 1. + + + + + Represents BIFF EOF resord + + + + + Represents FILEPASS record containing XOR obfuscation details or a an EncryptionInfo structure + + + + + Represents a string value of format + + + + + Gets the string value. + + + + + Represents a cell containing formula + + + + + Indicates that a string value is stored in a String record that immediately follows this record. See[MS - XLS] 2.5.133 FormulaValue. + + + + + Indecates that the formula value is an empty string. + + + + + Indicates that the property is valid. + + + + + Indicates that the property is valid. + + + + + Indicates that the property is valid. + + + + + Gets the formula flags + + + + + Gets the formula value type. + + + + + Represents a string value of formula + + + + + Gets the string value. + + + + + Represents a string value of a header or footer. + + + + + Gets the string value. + + + + + Represents a worksheet index + + + + + Gets a value indicating whether BIFF8 addressing is used or not. + + + + + Gets the zero-based index of first existing row + + + + + Gets the zero-based index of last existing row + + + + + Gets the addresses of DbCell records + + + + + Represents a constant integer number in range 0..65535 + + + + + Gets the cell value. + + + + + Represents InterfaceHdr record in Wokrbook Globals + + + + + Gets the CodePage for Interface Header + + + + + [MS-XLS] 2.4.148 Label + Represents a string + + + + + Gets the cell value. + + + + + Represents a string stored in SST + + + + + Gets the index of string in Shared String Table + + + + + [MS-XLS] 2.4.168 MergeCells + If the count of the merged cells in the document is greater than 1026, the file will contain multiple adjacent MergeCells records. + + + + + Represents MSO Drawing record + + + + + Represents multiple Blank cell + + + + + Gets the zero-based index of last described column + + + + + Returns format forspecified column, column must be between ColumnIndex and LastColumnIndex + + Index of column + Format + + + + Represents multiple RK number cells + + + + + Gets the zero-based index of last described column + + + + + Returns format for specified column + + Index of column, must be between ColumnIndex and LastColumnIndex + The format. + + + + Gets the value for specified column + + Index of column, must be between ColumnIndex and LastColumnIndex + The value. + + + + Represents a floating-point number + + + + + Gets the value of this cell + + + + + For now QuickTip will do nothing, it seems to have a different + + + + + Represents basic BIFF record + Base class for all BIFF record types + + + + + Gets the type Id of this entry + + + + + Gets the data size of this entry + + + + + Gets the whole size of structure + + + + + Represents an RK number cell + + + + + Gets the value of this cell + + + + + Decodes RK-encoded number + + Encoded number + The number. + + + + Represents row record in table + + + + + Gets the zero-based index of row described + + + + + Gets the index of first defined column + + + + + Gets the index of last defined column + + + + + Gets a value indicating whether to use the default row height instead of the RowHeight property + + + + + Gets the row height in twips. + + + + + Gets a value indicating whether the XFormat property is used + + + + + Gets the default format for this row + + + + + Represents record with the only two-bytes value + + + + + Gets the value + + + + + Represents a Shared String Table in BIFF8 format + + + + + Gets the number of strings in SST + + + + + Gets the count of unique strings in SST + + + + + Parses strings out of the SST record and subsequent Continue records from the BIFF stream + + + + + Returns string at specified index + + Index of string to get + Workbook encoding + string value if it was found, empty string otherwise + + + + Represents a BIFF stream + + + + + Gets the size of BIFF stream in bytes + + + + + Gets or sets the current position in BIFF stream + + + + + Gets or sets the ICryptoTransform instance used to decrypt the current block + + + + + Gets or sets the current block number being decrypted with CipherTransform + + + + + Sets stream pointer to the specified offset + + Offset value + Offset origin + + + + Reads record under cursor and advances cursor position to next record + + The record -or- null. + + + + Returns record at specified offset + + The stream + The record -or- null. + + + + Create an ICryptoTransform instance to decrypt a 1024-byte block + + + + + Decrypt some dummy bytes to align the decryptor with the position in the current 1024-byte block + + + + + If present the Calculate Message was in the status bar when Excel saved the file. + This occurs if the sheet changed, the Manual calculation option was on, and the Recalculate Before Save option was off. + + + + + Represents Workbook's global window description + + + + + Gets the X position of a window + + + + + Gets the Y position of a window + + + + + Gets the width of the window + + + + + Gets the height of the window + + + + + Gets the window flags + + + + + Gets the active workbook tab (zero-based) + + + + + Gets the first visible workbook tab (zero-based) + + + + + Gets the number of selected workbook tabs + + + + + Gets the workbook tab width to horizontal scrollbar width + + + + + Word-sized string, stored as single bytes with encoding from CodePage record. Used in BIFF2-5 + + + + + Gets the number of characters in the string. + + + + + Gets the value. + + + + + Plain string without backing storage. Used internally + + + + + Byte sized string, stored as bytes, with encoding from CodePage record. Used in BIFF2-5 . + + + + + [MS-XLS] 2.5.240 ShortXLUnicodeString + Byte-sized string, stored as single or multibyte unicode characters. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Helper class for parsing the BIFF8 Shared String Table (SST) + + + + + Gets or sets the offset into the current record's byte content. May point at the end when the current record has been parsed entirely. + + + + + Reads an SST string potentially spanning multiple records + + The string + + + + If the read position is exactly at the end of a record: + Read the next continue record and update the read position. + + + + + Advances the read position a number of bytes, potentially spanning + multiple records. + NOTE: If the new read position ends on a record boundary, + the next record will not be read, and the read position will point + at the end of the record! Must call EnsureRecord() as needed + to read the next continue record and reset the read position. + + Number of bytes to skip + + + + [MS-XLS] 2.5.293 XLUnicodeRichExtendedString + Word-sized formatted string in SST, stored as single or multibyte unicode characters potentially spanning multiple Continue records. + + + + + Gets the number of characters in the string. + + + + + Gets the flags. + + + + + Gets a value indicating whether the string has an extended record. + + + + + Gets a value indicating whether the string has a formatting record. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Gets the number of formats used for formatting (0 if string has no formatting) + + + + + Gets the size of extended string in bytes, 0 if there is no one + + + + + Gets the head (before string data) size in bytes + + + + + Gets the tail (after string data) size in bytes + + + + + [MS-XLS] 2.5.294 XLUnicodeString + Word-sized string, stored as single or multibyte unicode characters. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Represents Globals section of workbook + + + + + Gets or sets the Shared String Table of workbook + + + + + Represents Worksheet section in workbook + + + + + Gets the worksheet name + + + + + Gets the visibility of worksheet + + + + + Gets the worksheet data offset. + + + + + Find how many rows to read at a time and their offset in the file. + If rows are stored sequentially in the file, returns a block size of up to 32 rows. + If rows are stored non-sequentially, the block size may extend up to the entire worksheet stream + + + + + Reads additional records if needed: a string record might follow a formula result + + + + + Returns an index into Workbook.Formats for the given cell and preceding ixfe record. + + + + + Gets or sets the zero-based column index. + + + + + Common handling of extended formats (XF) and mappings between file-based and global number format indices. + + + + + Gets the dictionary of global number format strings. Always includes the built-in formats at their + corresponding indices and any additional formats specified in the workbook file. + + + + + Gets the the dictionary of mappings between format index in the file and key in the Formats dictionary. + + + + + Returns the global number format index from an XF index. + + + + + Returns the global number format index from a file-based format index. + + + + + Registers a number format string and its file-based format index in the workbook's Formats dictionary. + If the format string matches a built-in or previously registered format, it will be mapped to that index. + + + + + Registers an extended format and its file based number format index. + + + + + Represents single Root Directory record + + + + + Gets or sets the name of directory entry + + + + + Gets or sets the entry type + + + + + Gets or sets the entry "color" in directory tree + + + + + Gets or sets the SID of left sibling + + 0xFFFFFFFF if there's no one + + + + Gets or sets the SID of right sibling + + 0xFFFFFFFF if there's no one + + + + Gets or sets the SID of first child (if EntryType is STGTY_STORAGE) + + 0xFFFFFFFF if there's no one + + + + Gets or sets the CLSID of container (if EntryType is STGTY_STORAGE) + + + + + Gets or sets the user flags of container (if EntryType is STGTY_STORAGE) + + + + + Gets or sets the creation time of entry + + + + + Gets or sets the last modification time of entry + + + + + Gets or sets the first sector of data stream (if EntryType is STGTY_STREAM) + + if EntryType is STGTY_ROOT, this can be first sector of MiniStream + + + + Gets or sets the size of data stream (if EntryType is STGTY_STREAM) + + if EntryType is STGTY_ROOT, this can be size of MiniStream + + + + Gets or sets a value indicating whether this entry relats to a ministream + + + + + Gets or sets the prop type. Reserved, must be 0. + + + + + Reads bytes from a regular or mini stream. + + + + + The header contains the first 109 DIF entries. If there are any more, read from a separate stream. + + + + + Represents Excel file header + + + + + Gets or sets the file signature + + + + + Gets a value indicating whether the signature is valid. + + + + + Gets or sets the class id. Typically filled with zeroes + + + + + Gets or sets the version. Must be 0x003E + + + + + Gets or sets the dll version. Must be 0x0003 + + + + + Gets or sets the byte order. Must be 0xFFFE + + + + + Gets or sets the sector size in Pot + + + + + Gets the sector size. Typically 512 + + + + + Gets or sets the mini sector size in Pot + + + + + Gets the mini sector size. Typically 64 + + + + + Gets or sets the number of directory sectors. If Major Version is 3, the Number of + Directory Sectors MUST be zero. This field is not supported for version 3 compound files + + + + + Gets or sets the number of FAT sectors + + + + + Gets or sets the number of first Root Directory Entry (Property Set Storage, FAT Directory) sector + + + + + Gets or sets the transaction signature, 0 for Excel + + + + + Gets or sets the maximum size for small stream, typically 4096 bytes + + + + + Gets or sets the first sector of Mini FAT, FAT_EndOfChain if there's no one + + + + + Gets or sets the number of sectors in Mini FAT, 0 if there's no one + + + + + Gets or sets the first sector of DIF, FAT_EndOfChain if there's no one + + + + + Gets or sets the number of sectors in DIF, 0 if there's no one + + + + + Gets or sets the first 109 locations in the DIF sector chain + + + + + Reads completely through a CSV stream to determine encoding, separator, field count and row count. + Uses fallbackEncoding if there is no BOM. Throws DecoderFallbackException if there are invalid characters in the stream. + Returns the separator whose average field count is closest to its max field count. + + + + + Low level, reentrant CSV parser. Call ParseBuffer() in a loop, and finally Flush() to empty the internal buffers. + + + + + Helpers class + + + + + Determines whether the encoding is single byte or not. + + The encoding. + + if the specified encoding is single byte; otherwise, . + + + + + Convert a double from Excel to an OA DateTime double. + The returned value is normalized to the '1900' date mode and adjusted for the 1900 leap year bug. + + + + + The common workbook interface between the binary and OpenXml formats + + A type implementing IWorksheet + + + + The common worksheet interface between the binary and OpenXml formats + + + + + Parse ECMA-376 number format strings from Excel and other spreadsheet softwares. + + + + + Initializes a new instance of the class. + + The number format string. + + + + Gets a value indicating whether the number format string is valid. + + + + + Gets the number format string. + + + + + Gets a value indicating whether the format represents a DateTime + + + + + Gets a value indicating whether the format represents a TimeSpan + + + + + Parses as many placeholders and literals needed to format a number with optional decimals. + Returns number of tokens parsed, or 0 if the tokens didn't form a number. + + + + + A seekable stream for reading an EncryptedPackage blob using OpenXml Agile Encryption. + + + + + Represents "Agile Encryption" used in XLSX (Office 2010 and newer) + + + + + Base class for the various encryption schemes used by Excel + + + + + Gets a value indicating whether XOR obfuscation is used. + When true, the ICryptoTransform can be cast to XorTransform and + handle the special case where XorArrayIndex must be manipulated + per record. + + + + + Represents the binary RC4+MD5 encryption header used in XLS. + + + + + Minimal RC4 decryption compatible with System.Security.Cryptography.SymmetricAlgorithm. + + + + + Represents the binary "Standard Encryption" header used in XLS and XLSX. + XLS uses RC4+SHA1. XLSX uses AES+SHA1. + + + + + 2.3.5.2 RC4 CryptoAPI Encryption Key Generation + + + + + 2.3.4.7 ECMA-376 Document Encryption Key Generation (Standard Encryption) + + + + + Represents "XOR Deobfucation Method 1" used in XLS. + + + + + Minimal Office "XOR Deobfuscation Method 1" implementation compatible + with System.Security.Cryptography.SymmetricAlgorithm. + + + + + Generates a 16 byte obfuscation array based on the POI/LibreOffice implementations + + + + + Gets or sets the obfuscation array index. BIFF obfuscation uses a different XorArrayIndex per record. + + + + + Base class for worksheet stream elements + + + + + Shared string table + + + + + Logic for the Excel dimensions. Ex: A15 + + The value. + The column, 1-based. + The row, 1-based. + + + + Gets or sets the zero-based row index. + + + + + Gets or sets the height of this row in points. Zero if hidden or collapsed. + + + + + Gets or sets the cells in this row. + + + + + Gets a value indicating whether the row is empty. NOTE: Returns true if there are empty, but formatted cells. + + + + + Returns the zero-based maximum column index reference on this row. + + + + + Initializes a new instance of the class. + + The zip file stream. + + + + Gets the shared strings stream. + + The shared strings stream. + + + + Gets the styles stream. + + The styles stream. + + + + Gets the workbook stream. + + The workbook stream. + + + + Gets the worksheet stream. + + The sheet id. + The worksheet stream. + + + + Gets the workbook rels stream. + + The rels stream. + + + + ExcelDataReader Class + + + + + A generic implementation of the IExcelDataReader interface using IWorkbook/IWorksheet to enumerate data. + + A type implementing IWorkbook + A type implementing IWorksheet + + + + + + + + + + Configuration options for an instance of ExcelDataReader. + + + + + Gets or sets a value indicating the encoding to use when the input XLS lacks a CodePage record, + or when the input CSV lacks a BOM and does not parse as UTF8. Default: cp1252. (XLS BIFF2-5 and CSV only) + + + + + Gets or sets the password used to open password protected workbooks. + + + + + Gets or sets an array of CSV separator candidates. The reader autodetects which best fits the input data. Default: , ; TAB | # (CSV only) + + + + + Gets or sets a value indicating whether to leave the stream open after the IExcelDataReader object is disposed. Default: false + + + + + Gets or sets a value indicating the number of rows to analyze for encoding, separator and field count in a CSV. + When set, this option causes the IExcelDataReader.RowCount property to throw an exception. + Default: 0 - analyzes the entire file (CSV only, has no effect on other formats) + + + + + The ExcelReader Factory + + + + + Creates an instance of or + + The file stream. + The configuration object. + The excel data reader. + + + + Creates an instance of + + The file stream. + The configuration object. + The excel data reader. + + + + Creates an instance of + + The file stream. + The reader configuration -or- to use the default configuration. + The excel data reader. + + + + Creates an instance of ExcelCsvReader + + The file stream. + The reader configuration -or- to use the default configuration. + The excel data reader. + + + + Thrown when there is a problem parsing the Compound Document container format used by XLS and password-protected XLSX. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Base class for exceptions thrown by ExcelDataReader + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Initializes a new instance of the class. + + The serialization info + The streaming context + + + + Thrown when ExcelDataReader cannot parse the header + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Initializes a new instance of the class. + + The serialization info + The streaming context + + + + Thrown when ExcelDataReader cannot open a password protected document because the password + + + + + Initializes a new instance of the class. + + The error message + + + + Header and footer text. + + + + + Gets a value indicating whether the header and footer are different on the first page. + + + + + Gets a value indicating whether the header and footer are different on odd and even pages. + + + + + Gets the header used for the first page if is . + + + + + Gets the footer used for the first page if is . + + + + + Gets the header used for odd pages -or- all pages if is . + + + + + Gets the footer used for odd pages -or- all pages if is . + + + + + Gets the header used for even pages if is . + + + + + Gets the footer used for even pages if is . + + + + + The ExcelDataReader interface + + + + + Gets the sheet name. + + + + + Gets the sheet VBA code name. + + + + + Gets the sheet visible state. + + + + + Gets the sheet header and footer -or- if none set. + + + + + Gets the list of merged cell ranges. + + + + + Gets the number of results (workbooks). + + + + + Gets the number of rows in the current result. + + + + + Gets the height of the current row in points. + + + + + Seeks to the first result. + + + + + Gets the number format for the specified field -or- if there is no value. + + The index of the field to find. + The number format string of the specified field. + + + + Gets the number format index for the specified field -or- -1 if there is no value. + + The index of the field to find. + The number format index of the specified field. + + + + Gets the width the specified column. + + The index of the column to find. + The width of the specified column. + + + + Custom interface for logging messages + + + + + Debug level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Info level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Warn level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Error level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Fatal level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Factory interface for loggers. + + + + + Create a logger for the specified type. + + The type to create a logger for. + The logger instance. + + + + logger type initialization + + + + + Sets up logging to be with a certain type + + The type of ILog for the application to use + + + + Initializes a new instance of a logger for an object. + This should be done only once per object name. + + The type to get a logger for. + ILog instance for an object if log type has been intialized; otherwise a null logger. + + + + The default logger until one is set. + + + + + + + + + + + + + + + + + + + + + + + 2.0 version of LogExtensions, not as awesome as Extension methods + + + + + Gets the logger for a type. + + The type to fetch a logger for. + The type to get the logger for. + Instance of a logger for the object. + This method is thread safe. + + + diff --git a/FirstVillainLibrary/bin/Release/FirstVillainLibrary.dll b/FirstVillainLibrary/bin/Release/FirstVillainLibrary.dll new file mode 100644 index 0000000..34b3c88 Binary files /dev/null and b/FirstVillainLibrary/bin/Release/FirstVillainLibrary.dll differ diff --git a/FirstVillainLibrary/bin/Release/FirstVillainLibrary.pdb b/FirstVillainLibrary/bin/Release/FirstVillainLibrary.pdb new file mode 100644 index 0000000..fc72cae Binary files /dev/null and b/FirstVillainLibrary/bin/Release/FirstVillainLibrary.pdb differ diff --git a/FirstVillainLibrary/bin/Release/Newtonsoft.Json.dll b/FirstVillainLibrary/bin/Release/Newtonsoft.Json.dll new file mode 100644 index 0000000..341d08f Binary files /dev/null and b/FirstVillainLibrary/bin/Release/Newtonsoft.Json.dll differ diff --git a/FirstVillainLibrary/bin/Release/Newtonsoft.Json.xml b/FirstVillainLibrary/bin/Release/Newtonsoft.Json.xml new file mode 100644 index 0000000..2c981ab --- /dev/null +++ b/FirstVillainLibrary/bin/Release/Newtonsoft.Json.xml @@ -0,0 +1,11363 @@ + + + + Newtonsoft.Json + + + + + Represents a BSON Oid (object id). + + + + + Gets or sets the value of the Oid. + + The value of the Oid. + + + + Initializes a new instance of the class. + + The Oid value. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized BSON data. + + + + + Gets or sets a value indicating whether binary data reading should be compatible with incorrect Json.NET 3.5 written binary. + + + true if binary data reading will be compatible with incorrect Json.NET 3.5 written binary; otherwise, false. + + + + + Gets or sets a value indicating whether the root object will be read as a JSON array. + + + true if the root object will be read as a JSON array; otherwise, false. + + + + + Gets or sets the used when reading values from BSON. + + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating BSON data. + + + + + Gets or sets the used when writing values to BSON. + When set to no conversion will occur. + + The used when writing values to BSON. + + + + Initializes a new instance of the class. + + The to write to. + + + + Initializes a new instance of the class. + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying stream. + + + + + Writes the end. + + The token. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes the beginning of a JSON array. + + + + + Writes the beginning of a JSON object. + + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value that represents a BSON object id. + + The Object ID value to write. + + + + Writes a BSON regex. + + The regex pattern. + The regex options. + + + + Specifies how constructors are used when initializing objects during deserialization by the . + + + + + First attempt to use the public default constructor, then fall back to a single parameterized constructor, then to the non-public default constructor. + + + + + Json.NET will use a non-public default constructor before falling back to a parameterized constructor. + + + + + Converts a binary value to and from a base 64 string value. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Creates a custom object. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Creates an object which will then be populated by the serializer. + + Type of the object. + The created object. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Provides a base class for converting a to and from JSON. + + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a F# discriminated union type to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an Entity Framework to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from the ISO 8601 date format (e.g. "2008-04-12T12:53Z"). + + + + + Gets or sets the date time styles used when converting a date to and from JSON. + + The date time styles used when converting a date to and from JSON. + + + + Gets or sets the date time format used when converting a date to and from JSON. + + The date time format used when converting a date to and from JSON. + + + + Gets or sets the culture used when converting a date to and from JSON. + + The culture used when converting a date to and from JSON. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Converts a to and from a JavaScript Date constructor (e.g. new Date(52231943)). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from its name string value. + + + + + Gets or sets a value indicating whether the written enum text should be camel case. + The default value is false. + + true if the written enum text will be camel case; otherwise, false. + + + + Gets or sets the naming strategy used to resolve how enum text is written. + + The naming strategy used to resolve how enum text is written. + + + + Gets or sets a value indicating whether integer values are allowed when serializing and deserializing. + The default value is true. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + true if the written enum text will be camel case; otherwise, false. + + + + Initializes a new instance of the class. + + The naming strategy used to resolve how enum text is written. + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from Unix epoch time + + + + + Gets or sets a value indicating whether the dates before Unix epoch + should converted to and from JSON. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from a string (e.g. "1.2.3.4"). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts XML to and from JSON. + + + + + Gets or sets the name of the root element to insert when deserializing to XML if the JSON structure has produced multiple root elements. + + The name of the deserialized root element. + + + + Gets or sets a value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + true if the array attribute is written to the XML; otherwise, false. + + + + Gets or sets a value indicating whether to write the root JSON object. + + true if the JSON root object is omitted; otherwise, false. + + + + Gets or sets a value indicating whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + true if special characters are encoded; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The calling serializer. + The value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Checks if the is a namespace attribute. + + Attribute name to test. + The attribute name prefix if it has one, otherwise an empty string. + true if attribute name is for a namespace attribute, otherwise false. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Specifies how dates are formatted when writing JSON text. + + + + + Dates are written in the ISO 8601 format, e.g. "2012-03-21T05:40Z". + + + + + Dates are written in the Microsoft JSON format, e.g. "\/Date(1198908717056)\/". + + + + + Specifies how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON text. + + + + + Date formatted strings are not parsed to a date type and are read as strings. + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Specifies how to treat the time value when converting between string and . + + + + + Treat as local time. If the object represents a Coordinated Universal Time (UTC), it is converted to the local time. + + + + + Treat as a UTC. If the object represents a local time, it is converted to a UTC. + + + + + Treat as a local time if a is being converted to a string. + If a string is being converted to , convert to a local time if a time zone is specified. + + + + + Time zone information should be preserved when converting. + + + + + The default JSON name table implementation. + + + + + Initializes a new instance of the class. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Adds the specified string into name table. + + The string to add. + This method is not thread-safe. + The resolved string. + + + + Specifies default value handling options for the . + + + + + + + + + Include members where the member value is the same as the member's default value when serializing objects. + Included members are written to JSON. Has no effect when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + so that it is not written to JSON. + This option will ignore all default values (e.g. null for objects and nullable types; 0 for integers, + decimals and floating point numbers; and false for booleans). The default value ignored can be changed by + placing the on the property. + + + + + Members with a default value but no JSON will be set to their default value when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + and set members to their default value when deserializing. + + + + + Specifies float format handling options when writing special floating point numbers, e.g. , + and with . + + + + + Write special floating point values as strings in JSON, e.g. "NaN", "Infinity", "-Infinity". + + + + + Write special floating point values as symbols in JSON, e.g. NaN, Infinity, -Infinity. + Note that this will produce non-valid JSON. + + + + + Write special floating point values as the property's default value in JSON, e.g. 0.0 for a property, null for a of property. + + + + + Specifies how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Floating point numbers are parsed to . + + + + + Floating point numbers are parsed to . + + + + + Specifies formatting options for the . + + + + + No special formatting is applied. This is the default. + + + + + Causes child objects to be indented according to the and settings. + + + + + Provides an interface for using pooled arrays. + + The array type content. + + + + Rent an array from the pool. This array must be returned when it is no longer needed. + + The minimum required length of the array. The returned array may be longer. + The rented array from the pool. This array must be returned when it is no longer needed. + + + + Return an array to the pool. + + The array that is being returned. + + + + Provides an interface to enable a class to return line and position information. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + The current line number or 0 if no line information is available (for example, when returns false). + + + + Gets the current line position. + + The current line position or 0 if no line information is available (for example, when returns false). + + + + Instructs the how to serialize the collection. + + + + + Gets or sets a value indicating whether null items are allowed in the collection. + + true if null items are allowed in the collection; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with a flag indicating whether the array can contain null items. + + A flag indicating whether the array can contain null items. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to use the specified constructor when deserializing that object. + + + + + Instructs the how to serialize the object. + + + + + Gets or sets the id. + + The id. + + + + Gets or sets the title. + + The title. + + + + Gets or sets the description. + + The description. + + + + Gets or sets the collection's items converter. + + The collection's items converter. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets a value that indicates whether to preserve object references. + + + true to keep object reference; otherwise, false. The default is false. + + + + + Gets or sets a value that indicates whether to preserve collection's items references. + + + true to keep collection's items object references; otherwise, false. The default is false. + + + + + Gets or sets the reference loop handling used when serializing the collection's items. + + The reference loop handling. + + + + Gets or sets the type name handling used when serializing the collection's items. + + The type name handling. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Provides methods for converting between .NET types and JSON types. + + + + + + + + Gets or sets a function that creates default . + Default settings are automatically used by serialization methods on , + and and on . + To serialize without using any default settings create a with + . + + + + + Represents JavaScript's boolean value true as a string. This field is read-only. + + + + + Represents JavaScript's boolean value false as a string. This field is read-only. + + + + + Represents JavaScript's null as a string. This field is read-only. + + + + + Represents JavaScript's undefined as a string. This field is read-only. + + + + + Represents JavaScript's positive infinity as a string. This field is read-only. + + + + + Represents JavaScript's negative infinity as a string. This field is read-only. + + + + + Represents JavaScript's NaN as a string. This field is read-only. + + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + The time zone handling when the date is converted to a string. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + The string escape handling. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Serializes the specified object to a JSON string. + + The object to serialize. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting. + + The object to serialize. + Indicates how the output should be formatted. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a collection of . + + The object to serialize. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting and a collection of . + + The object to serialize. + Indicates how the output should be formatted. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Deserializes the JSON to a .NET object. + + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to a .NET object using . + + The JSON to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The JSON to deserialize. + The of object being deserialized. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The type of the object to deserialize to. + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the given anonymous type. + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the given anonymous type using . + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The type of the object to deserialize to. + The JSON to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The type of the object to deserialize to. + The object to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The JSON to deserialize. + The type of the object to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The JSON to deserialize. + The type of the object to deserialize to. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Populates the object with values from the JSON string. + + The JSON to populate values from. + The target object to populate values onto. + + + + Populates the object with values from the JSON string using . + + The JSON to populate values from. + The target object to populate values onto. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + + + + Serializes the to a JSON string. + + The node to serialize. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to serialize. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Serializes the to a JSON string. + + The node to convert to JSON. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to convert to JSON. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Converts an object to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can read JSON. + + true if this can read JSON; otherwise, false. + + + + Gets a value indicating whether this can write JSON. + + true if this can write JSON; otherwise, false. + + + + Converts an object to and from JSON. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. If there is no existing value then null will be used. + The existing value has a value. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Instructs the to use the specified when serializing the member or class. + + + + + Gets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + + + + + Initializes a new instance of the class. + + Type of the . + + + + Initializes a new instance of the class. + + Type of the . + Parameter list to use when constructing the . Can be null. + + + + Represents a collection of . + + + + + Instructs the how to serialize the collection. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Instructs the to deserialize properties with no matching class member into the specified collection + and write values during serialization. + + + + + Gets or sets a value that indicates whether to write extension data when serializing the object. + + + true to write extension data when serializing the object; otherwise, false. The default is true. + + + + + Gets or sets a value that indicates whether to read extension data when deserializing the object. + + + true to read extension data when deserializing the object; otherwise, false. The default is true. + + + + + Initializes a new instance of the class. + + + + + Instructs the not to serialize the public field or public read/write property value. + + + + + Base class for a table of atomized string objects. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Instructs the how to serialize the object. + + + + + Gets or sets the member serialization. + + The member serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified member serialization. + + The member serialization. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to always serialize the member with the specified name. + + + + + Gets or sets the type used when serializing the property's collection items. + + The collection's items type. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the null value handling used when serializing this property. + + The null value handling. + + + + Gets or sets the default value handling used when serializing this property. + + The default value handling. + + + + Gets or sets the reference loop handling used when serializing this property. + + The reference loop handling. + + + + Gets or sets the object creation handling used when deserializing this property. + + The object creation handling. + + + + Gets or sets the type name handling used when serializing this property. + + The type name handling. + + + + Gets or sets whether this property's value is serialized as a reference. + + Whether this property's value is serialized as a reference. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets a value indicating whether this property is required. + + + A value indicating whether this property is required. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified name. + + Name of the property. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously skips the children of the current token. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Specifies the state of the reader. + + + + + A read method has not been called. + + + + + The end of the file has been reached successfully. + + + + + Reader is at a property. + + + + + Reader is at the start of an object. + + + + + Reader is in an object. + + + + + Reader is at the start of an array. + + + + + Reader is in an array. + + + + + The method has been called. + + + + + Reader has just read a value. + + + + + Reader is at the start of a constructor. + + + + + Reader is in a constructor. + + + + + An error occurred that prevents the read operation from continuing. + + + + + The end of the file has been reached successfully. + + + + + Gets the current reader state. + + The current reader state. + + + + Gets or sets a value indicating whether the source should be closed when this reader is closed. + + + true to close the source when this reader is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether multiple pieces of JSON content can + be read from a continuous stream without erroring. + + + true to support reading multiple pieces of JSON content; otherwise false. + The default is false. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + Gets or sets how time zones are handled when reading JSON. + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Gets or sets how custom date formatted strings are parsed when reading JSON. + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets the type of the current JSON token. + + + + + Gets the text value of the current JSON token. + + + + + Gets the .NET type for the current JSON token. + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets or sets the culture used when reading JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Reads the next JSON token from the source. + + true if the next token was read successfully; false if there are no more tokens to read. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Skips the children of the current token. + + + + + Sets the current token. + + The new token. + + + + Sets the current token and value. + + The new token. + The value. + + + + Sets the current token and value. + + The new token. + The value. + A flag indicating whether the position index inside an array should be updated. + + + + Sets the state based on current token type. + + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Changes the reader's state to . + If is set to true, the source is also closed. + + + + + The exception thrown when an error occurs while reading JSON text. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to always serialize the member, and to require that the member has a value. + + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Serializes and deserializes objects into and from the JSON format. + The enables you to control how objects are encoded into JSON. + + + + + Occurs when the errors during serialization and deserialization. + + + + + Gets or sets the used by the serializer when resolving references. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + + + + Gets or sets how reference loops (e.g. a class referencing itself) is handled. + The default value is . + + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets a collection that will be used during serialization. + + Collection that will be used during serialization. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets a value indicating whether there will be a check for additional JSON content after deserializing an object. + The default value is false. + + + true if there will be a check for additional JSON content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Creates a new instance. + The will not use default settings + from . + + + A new instance. + The will not use default settings + from . + + + + + Creates a new instance using the specified . + The will not use default settings + from . + + The settings to be applied to the . + + A new instance using the specified . + The will not use default settings + from . + + + + + Creates a new instance. + The will use default settings + from . + + + A new instance. + The will use default settings + from . + + + + + Creates a new instance using the specified . + The will use default settings + from as well as the specified . + + The settings to be applied to the . + + A new instance using the specified . + The will use default settings + from as well as the specified . + + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Deserializes the JSON structure contained by the specified . + + The that contains the JSON structure to deserialize. + The being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The type of the object to deserialize. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is Auto to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Specifies the settings on a object. + + + + + Gets or sets how reference loops (e.g. a class referencing itself) are handled. + The default value is . + + Reference loop handling. + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + Missing member handling. + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + Null value handling. + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + The default value handling. + + + + Gets or sets a collection that will be used during serialization. + + The converters. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + The preserve references handling. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + The type name handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + The contract resolver. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets the used by the serializer when resolving references. + + The reference resolver. + + + + Gets or sets a function that creates the used by the serializer when resolving references. + + A function that creates the used by the serializer when resolving references. + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the error handler called during serialization and deserialization. + + The error handler called during serialization and deserialization. + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets a value indicating whether there will be a check for additional content after deserializing an object. + The default value is false. + + + true if there will be a check for additional content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + using values copied from the passed in . + + + + + Represents a reader that provides fast, non-cached, forward-only access to JSON text data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Initializes a new instance of the class with the specified . + + The containing the JSON data to read. + + + + Gets or sets the reader's property name table. + + + + + Gets or sets the reader's character buffer pool. + + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + + The current line number or 0 if no line information is available (for example, returns false). + + + + + Gets the current line position. + + + The current line position or 0 if no line information is available (for example, returns false). + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Gets or sets the writer's character array pool. + + + + + Gets or sets how many s to write for each level in the hierarchy when is set to . + + + + + Gets or sets which character to use to quote attribute values. + + + + + Gets or sets which character to use for indenting when is set to . + + + + + Gets or sets a value indicating whether object names will be surrounded with quotes. + + + + + Initializes a new instance of the class using the specified . + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying . + + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the specified end token. + + The end token to write. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Specifies the type of JSON token. + + + + + This is returned by the if a read method has not been called. + + + + + An object start token. + + + + + An array start token. + + + + + A constructor start token. + + + + + An object property name. + + + + + A comment. + + + + + Raw JSON. + + + + + An integer. + + + + + A float. + + + + + A string. + + + + + A boolean. + + + + + A null token. + + + + + An undefined token. + + + + + An object end token. + + + + + An array end token. + + + + + A constructor end token. + + + + + A Date. + + + + + Byte data. + + + + + + Represents a reader that provides validation. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Sets an event handler for receiving schema validation errors. + + + + + Gets the text value of the current JSON token. + + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + + Gets the type of the current JSON token. + + + + + + Gets the .NET type for the current JSON token. + + + + + + Initializes a new instance of the class that + validates the content returned from the given . + + The to read from while validating. + + + + Gets or sets the schema. + + The schema. + + + + Gets the used to construct this . + + The specified in the constructor. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a []. + + + A [] or null if the next JSON token is null. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously ets the state of the . + + The being written. + The value being written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Gets or sets a value indicating whether the destination should be closed when this writer is closed. + + + true to close the destination when this writer is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether the JSON should be auto-completed when this writer is closed. + + + true to auto-complete the JSON when this writer is closed; otherwise false. The default is true. + + + + + Gets the top. + + The top. + + + + Gets the state of the writer. + + + + + Gets the path of the writer. + + + + + Gets or sets a value indicating how JSON text output should be formatted. + + + + + Gets or sets how dates are written to JSON text. + + + + + Gets or sets how time zones are handled when writing JSON text. + + + + + Gets or sets how strings are escaped when writing JSON text. + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written to JSON text. + + + + + Gets or sets how and values are formatted when writing JSON text. + + + + + Gets or sets the culture used when writing JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the destination and also flushes the destination. + + + + + Closes this writer. + If is set to true, the destination is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the end of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the end of an array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end constructor. + + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes the end of the current JSON object or array. + + + + + Writes the current token and its children. + + The to read the token from. + + + + Writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + + + + Writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + + + + Writes the token. + + The to write. + + + + Writes the specified end token. + + The end token to write. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON without changing the writer's state. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Sets the state of the . + + The being written. + The value being written. + + + + The exception thrown when an error occurs while writing JSON text. + + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Specifies how JSON comments are handled when loading JSON. + + + + + Ignore comments. + + + + + Load comments as a with type . + + + + + Specifies how duplicate property names are handled when loading JSON. + + + + + Replace the existing value when there is a duplicate property. The value of the last property in the JSON object will be used. + + + + + Ignore the new value when there is a duplicate property. The value of the first property in the JSON object will be used. + + + + + Throw a when a duplicate property is encountered. + + + + + Contains the LINQ to JSON extension methods. + + + + + Returns a collection of tokens that contains the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the descendants of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, and the descendants of every token in the source collection. + + + + Returns a collection of child properties of every object in the source collection. + + An of that contains the source collection. + An of that contains the properties of every object in the source collection. + + + + Returns a collection of child values of every object in the source collection with the given key. + + An of that contains the source collection. + The token key. + An of that contains the values of every token in the source collection with the given key. + + + + Returns a collection of child values of every object in the source collection. + + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child values of every object in the source collection with the given key. + + The type to convert the values to. + An of that contains the source collection. + The token key. + An that contains the converted values of every token in the source collection with the given key. + + + + Returns a collection of converted child values of every object in the source collection. + + The type to convert the values to. + An of that contains the source collection. + An that contains the converted values of every token in the source collection. + + + + Converts the value. + + The type to convert the value to. + A cast as a of . + A converted value. + + + + Converts the value. + + The source collection type. + The type to convert the value to. + A cast as a of . + A converted value. + + + + Returns a collection of child tokens of every array in the source collection. + + The source collection type. + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child tokens of every array in the source collection. + + An of that contains the source collection. + The type to convert the values to. + The source collection type. + An that contains the converted values of every token in the source collection. + + + + Returns the input typed as . + + An of that contains the source collection. + The input typed as . + + + + Returns the input typed as . + + The source collection type. + An of that contains the source collection. + The input typed as . + + + + Represents a collection of objects. + + The type of token. + + + + Gets the of with the specified key. + + + + + + Represents a JSON array. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Loads an from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads an from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the at the specified index. + + + + + + Determines the index of a specific item in the . + + The object to locate in the . + + The index of if found in the list; otherwise, -1. + + + + + Inserts an item to the at the specified index. + + The zero-based index at which should be inserted. + The object to insert into the . + + is not a valid index in the . + + + + + Removes the item at the specified index. + + The zero-based index of the item to remove. + + is not a valid index in the . + + + + + Returns an enumerator that iterates through the collection. + + + A of that can be used to iterate through the collection. + + + + + Adds an item to the . + + The object to add to the . + + + + Removes all items from the . + + + + + Determines whether the contains a specific value. + + The object to locate in the . + + true if is found in the ; otherwise, false. + + + + + Copies the elements of the to an array, starting at a particular array index. + + The array. + Index of the array. + + + + Gets a value indicating whether the is read-only. + + true if the is read-only; otherwise, false. + + + + Removes the first occurrence of a specific object from the . + + The object to remove from the . + + true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . + + + + + Represents a JSON constructor. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets or sets the name of this constructor. + + The constructor name. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name. + + The constructor name. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a token that can contain other tokens. + + + + + Occurs when the list changes or an item in the list changes. + + + + + Occurs before an item is added to the collection. + + + + + Occurs when the items list of the collection has changed, or the collection is reset. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Get the first child token of this token. + + + A containing the first child token of the . + + + + + Get the last child token of this token. + + + A containing the last child token of the . + + + + + Returns a collection of the child tokens of this token, in document order. + + + An of containing the child tokens of this , in document order. + + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + + A containing the child values of this , in document order. + + + + + Returns a collection of the descendant tokens for this token in document order. + + An of containing the descendant tokens of the . + + + + Returns a collection of the tokens that contain this token, and all descendant tokens of this token, in document order. + + An of containing this token, and all the descendant tokens of the . + + + + Adds the specified content as children of this . + + The content to be added. + + + + Adds the specified content as the first children of this . + + The content to be added. + + + + Creates a that can be used to add tokens to the . + + A that is ready to have content written to it. + + + + Replaces the child nodes of this token with the specified content. + + The content. + + + + Removes the child nodes from this token. + + + + + Merge the specified content into this . + + The content to be merged. + + + + Merge the specified content into this using . + + The content to be merged. + The used to merge the content. + + + + Gets the count of child JSON tokens. + + The count of child JSON tokens. + + + + Represents a collection of objects. + + The type of token. + + + + An empty collection of objects. + + + + + Initializes a new instance of the struct. + + The enumerable. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Gets the of with the specified key. + + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Represents a JSON object. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Occurs when a property value changes. + + + + + Occurs when a property value is changing. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Gets the node type for this . + + The type. + + + + Gets an of of this object's properties. + + An of of this object's properties. + + + + Gets a with the specified name. + + The property name. + A with the specified name or null. + + + + Gets the with the specified name. + The exact name will be searched for first and if no matching property is found then + the will be used to match a property. + + The property name. + One of the enumeration values that specifies how the strings will be compared. + A matched with the specified name or null. + + + + Gets a of of this object's property values. + + A of of this object's property values. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the with the specified property name. + + + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified property name. + + Name of the property. + The with the specified property name. + + + + Gets the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + One of the enumeration values that specifies how the strings will be compared. + The with the specified property name. + + + + Tries to get the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + The value. + One of the enumeration values that specifies how the strings will be compared. + true if a value was successfully retrieved; otherwise, false. + + + + Adds the specified property name. + + Name of the property. + The value. + + + + Determines whether the JSON object has the specified property name. + + Name of the property. + true if the JSON object has the specified property name; otherwise, false. + + + + Removes the property with the specified name. + + Name of the property. + true if item was successfully removed; otherwise, false. + + + + Tries to get the with the specified property name. + + Name of the property. + The value. + true if a value was successfully retrieved; otherwise, false. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Represents a JSON property. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the property name. + + The property name. + + + + Gets or sets the property value. + + The property value. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a view of a . + + + + + Initializes a new instance of the class. + + The name. + + + + When overridden in a derived class, returns whether resetting an object changes its value. + + + true if resetting the component changes its value; otherwise, false. + + The component to test for reset capability. + + + + When overridden in a derived class, gets the current value of the property on a component. + + + The value of a property for a given component. + + The component with the property for which to retrieve the value. + + + + When overridden in a derived class, resets the value for this property of the component to the default value. + + The component with the property value that is to be reset to the default value. + + + + When overridden in a derived class, sets the value of the component to a different value. + + The component with the property value that is to be set. + The new value. + + + + When overridden in a derived class, determines a value indicating whether the value of this property needs to be persisted. + + + true if the property should be persisted; otherwise, false. + + The component with the property to be examined for persistence. + + + + When overridden in a derived class, gets the type of the component this property is bound to. + + + A that represents the type of component this property is bound to. + When the or + + methods are invoked, the object specified might be an instance of this type. + + + + + When overridden in a derived class, gets a value indicating whether this property is read-only. + + + true if the property is read-only; otherwise, false. + + + + + When overridden in a derived class, gets the type of the property. + + + A that represents the type of the property. + + + + + Gets the hash code for the name of the member. + + + + The hash code for the name of the member. + + + + + Represents a raw JSON string. + + + + + Asynchronously creates an instance of with the content of the reader's current token. + + The reader. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns an instance of with the content of the reader's current token. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class. + + The raw json. + + + + Creates an instance of with the content of the reader's current token. + + The reader. + An instance of with the content of the reader's current token. + + + + Specifies the settings used when cloning JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets a flag that indicates whether to copy annotations when cloning a . + The default value is true. + + + A flag that indicates whether to copy annotations when cloning a . + + + + + Specifies the settings used when loading JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets how JSON comments are handled when loading JSON. + The default value is . + + The JSON comment handling. + + + + Gets or sets how JSON line info is handled when loading JSON. + The default value is . + + The JSON line info handling. + + + + Gets or sets how duplicate property names in JSON objects are handled when loading JSON. + The default value is . + + The JSON duplicate property name handling. + + + + Specifies the settings used when merging JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets the method used when merging JSON arrays. + + The method used when merging JSON arrays. + + + + Gets or sets how null value properties are merged. + + How null value properties are merged. + + + + Gets or sets the comparison used to match property names while merging. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + The comparison used to match property names while merging. + + + + Specifies the settings used when selecting JSON. + + + + + Gets or sets a timeout that will be used when executing regular expressions. + + The timeout that will be used when executing regular expressions. + + + + Gets or sets a flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + A flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + + + Represents an abstract JSON token. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Writes this token to a asynchronously. + + A into which this method will write. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Gets a comparer that can compare two tokens for value equality. + + A that can compare two nodes for value equality. + + + + Gets or sets the parent. + + The parent. + + + + Gets the root of this . + + The root of this . + + + + Gets the node type for this . + + The type. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Compares the values of two tokens, including the values of all descendant tokens. + + The first to compare. + The second to compare. + true if the tokens are equal; otherwise false. + + + + Gets the next sibling token of this node. + + The that contains the next sibling token. + + + + Gets the previous sibling token of this node. + + The that contains the previous sibling token. + + + + Gets the path of the JSON token. + + + + + Adds the specified content immediately after this token. + + A content object that contains simple content or a collection of content objects to be added after this token. + + + + Adds the specified content immediately before this token. + + A content object that contains simple content or a collection of content objects to be added before this token. + + + + Returns a collection of the ancestor tokens of this token. + + A collection of the ancestor tokens of this token. + + + + Returns a collection of tokens that contain this token, and the ancestors of this token. + + A collection of tokens that contain this token, and the ancestors of this token. + + + + Returns a collection of the sibling tokens after this token, in document order. + + A collection of the sibling tokens after this tokens, in document order. + + + + Returns a collection of the sibling tokens before this token, in document order. + + A collection of the sibling tokens before this token, in document order. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets the with the specified key converted to the specified type. + + The type to convert the token to. + The token key. + The converted token value. + + + + Get the first child token of this token. + + A containing the first child token of the . + + + + Get the last child token of this token. + + A containing the last child token of the . + + + + Returns a collection of the child tokens of this token, in document order. + + An of containing the child tokens of this , in document order. + + + + Returns a collection of the child tokens of this token, in document order, filtered by the specified type. + + The type to filter the child tokens on. + A containing the child tokens of this , in document order. + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + A containing the child values of this , in document order. + + + + Removes this token from its parent. + + + + + Replaces this token with the specified token. + + The value. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Returns the indented JSON for this token. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + The indented JSON for this token. + + + + + Returns the JSON for this token using the given formatting and converters. + + Indicates how the output should be formatted. + A collection of s which will be used when writing the token. + The JSON for this token using the given formatting and converters. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to []. + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from [] to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Creates a for this token. + + A that can be used to read this token and its descendants. + + + + Creates a from an object. + + The object that will be used to create . + A with the value of the specified object. + + + + Creates a from an object using the specified . + + The object that will be used to create . + The that will be used when reading the object. + A with the value of the specified object. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + Creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A , or null. + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + A . + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + The used to select tokens. + A . + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + The used to select tokens. + An of that contains the selected elements. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A new instance of the . + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A object to configure cloning settings. + A new instance of the . + + + + Adds an object to the annotation list of this . + + The annotation to add. + + + + Get the first annotation object of the specified type from this . + + The type of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets the first annotation object of the specified type from this . + + The of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets a collection of annotations of the specified type for this . + + The type of the annotations to retrieve. + An that contains the annotations for this . + + + + Gets a collection of annotations of the specified type for this . + + The of the annotations to retrieve. + An of that contains the annotations that match the specified type for this . + + + + Removes the annotations of the specified type from this . + + The type of annotations to remove. + + + + Removes the annotations of the specified type from this . + + The of annotations to remove. + + + + Compares tokens to determine whether they are equal. + + + + + Determines whether the specified objects are equal. + + The first object of type to compare. + The second object of type to compare. + + true if the specified objects are equal; otherwise, false. + + + + + Returns a hash code for the specified object. + + The for which a hash code is to be returned. + A hash code for the specified object. + The type of is a reference type and is null. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Gets the at the reader's current position. + + + + + Initializes a new instance of the class. + + The token to read from. + + + + Initializes a new instance of the class. + + The token to read from. + The initial path of the token. It is prepended to the returned . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Gets the path of the current JSON token. + + + + + Specifies the type of token. + + + + + No token type has been set. + + + + + A JSON object. + + + + + A JSON array. + + + + + A JSON constructor. + + + + + A JSON object property. + + + + + A comment. + + + + + An integer value. + + + + + A float value. + + + + + A string value. + + + + + A boolean value. + + + + + A null value. + + + + + An undefined value. + + + + + A date value. + + + + + A raw JSON value. + + + + + A collection of bytes value. + + + + + A Guid value. + + + + + A Uri value. + + + + + A TimeSpan value. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets the at the writer's current position. + + + + + Gets the token being written. + + The token being written. + + + + Initializes a new instance of the class writing to the given . + + The container being written to. + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the underlying . + + + + + Closes this writer. + If is set to true, the JSON is auto-completed. + + + Setting to true has no additional effect, since the underlying is a type that cannot be closed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end. + + The token. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes a value. + An error will be raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Represents a value in JSON (string, integer, date, etc). + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Creates a comment with the given value. + + The value. + A comment with the given value. + + + + Creates a string with the given value. + + The value. + A string with the given value. + + + + Creates a null value. + + A null value. + + + + Creates a undefined value. + + A undefined value. + + + + Gets the node type for this . + + The type. + + + + Gets or sets the underlying token value. + + The underlying token value. + + + + Writes this token to a . + + A into which this method will write. + A collection of s which will be used when writing the token. + + + + Indicates whether the current object is equal to another object of the same type. + + + true if the current object is equal to the parameter; otherwise, false. + + An object to compare with this object. + + + + Determines whether the specified is equal to the current . + + The to compare with the current . + + true if the specified is equal to the current ; otherwise, false. + + + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + + + + Returns a that represents this instance. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format provider. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + The format provider. + + A that represents this instance. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object. + + An object to compare with this instance. + + A 32-bit signed integer that indicates the relative order of the objects being compared. The return value has these meanings: + Value + Meaning + Less than zero + This instance is less than . + Zero + This instance is equal to . + Greater than zero + This instance is greater than . + + + is not of the same type as this instance. + + + + + Specifies how line information is handled when loading JSON. + + + + + Ignore line information. + + + + + Load line information. + + + + + Specifies how JSON arrays are merged together. + + + + Concatenate arrays. + + + Union arrays, skipping items that already exist. + + + Replace all array items. + + + Merge array items together, matched by index. + + + + Specifies how null value properties are merged. + + + + + The content's null value properties will be ignored during merging. + + + + + The content's null value properties will be merged. + + + + + Specifies the member serialization options for the . + + + + + All public members are serialized by default. Members can be excluded using or . + This is the default member serialization mode. + + + + + Only members marked with or are serialized. + This member serialization mode can also be set by marking the class with . + + + + + All public and private fields are serialized. Members can be excluded using or . + This member serialization mode can also be set by marking the class with + and setting IgnoreSerializableAttribute on to false. + + + + + Specifies metadata property handling options for the . + + + + + Read metadata properties located at the start of a JSON object. + + + + + Read metadata properties located anywhere in a JSON object. Note that this setting will impact performance. + + + + + Do not try to read metadata properties. + + + + + Specifies missing member handling options for the . + + + + + Ignore a missing member and do not attempt to deserialize it. + + + + + Throw a when a missing member is encountered during deserialization. + + + + + Specifies null value handling options for the . + + + + + + + + + Include null values when serializing and deserializing objects. + + + + + Ignore null values when serializing and deserializing objects. + + + + + Specifies how object creation is handled by the . + + + + + Reuse existing objects, create new objects when needed. + + + + + Only reuse existing objects. + + + + + Always create new objects. + + + + + Specifies reference handling options for the . + Note that references cannot be preserved when a value is set via a non-default constructor such as types that implement . + + + + + + + + Do not preserve references when serializing types. + + + + + Preserve references when serializing into a JSON object structure. + + + + + Preserve references when serializing into a JSON array structure. + + + + + Preserve references when serializing. + + + + + Specifies reference loop handling options for the . + + + + + Throw a when a loop is encountered. + + + + + Ignore loop references and do not serialize. + + + + + Serialize loop references. + + + + + Indicating whether a property is required. + + + + + The property is not required. The default state. + + + + + The property must be defined in JSON but can be a null value. + + + + + The property must be defined in JSON and cannot be a null value. + + + + + The property is not required but it cannot be a null value. + + + + + + Contains the JSON schema extension methods. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + true if the specified is valid; otherwise, false. + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + When this method returns, contains any error messages generated while validating. + + true if the specified is valid; otherwise, false. + + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + The validation event handler. + + + + + An in-memory representation of a JSON Schema. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the id. + + + + + Gets or sets the title. + + + + + Gets or sets whether the object is required. + + + + + Gets or sets whether the object is read-only. + + + + + Gets or sets whether the object is visible to users. + + + + + Gets or sets whether the object is transient. + + + + + Gets or sets the description of the object. + + + + + Gets or sets the types of values allowed by the object. + + The type. + + + + Gets or sets the pattern. + + The pattern. + + + + Gets or sets the minimum length. + + The minimum length. + + + + Gets or sets the maximum length. + + The maximum length. + + + + Gets or sets a number that the value should be divisible by. + + A number that the value should be divisible by. + + + + Gets or sets the minimum. + + The minimum. + + + + Gets or sets the maximum. + + The maximum. + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the minimum attribute (). + + A flag indicating whether the value can not equal the number defined by the minimum attribute (). + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the maximum attribute (). + + A flag indicating whether the value can not equal the number defined by the maximum attribute (). + + + + Gets or sets the minimum number of items. + + The minimum number of items. + + + + Gets or sets the maximum number of items. + + The maximum number of items. + + + + Gets or sets the of items. + + The of items. + + + + Gets or sets a value indicating whether items in an array are validated using the instance at their array position from . + + + true if items are validated using their array position; otherwise, false. + + + + + Gets or sets the of additional items. + + The of additional items. + + + + Gets or sets a value indicating whether additional items are allowed. + + + true if additional items are allowed; otherwise, false. + + + + + Gets or sets whether the array items must be unique. + + + + + Gets or sets the of properties. + + The of properties. + + + + Gets or sets the of additional properties. + + The of additional properties. + + + + Gets or sets the pattern properties. + + The pattern properties. + + + + Gets or sets a value indicating whether additional properties are allowed. + + + true if additional properties are allowed; otherwise, false. + + + + + Gets or sets the required property if this property is present. + + The required property if this property is present. + + + + Gets or sets the a collection of valid enum values allowed. + + A collection of valid enum values allowed. + + + + Gets or sets disallowed types. + + The disallowed types. + + + + Gets or sets the default value. + + The default value. + + + + Gets or sets the collection of that this schema extends. + + The collection of that this schema extends. + + + + Gets or sets the format. + + The format. + + + + Initializes a new instance of the class. + + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The object representing the JSON Schema. + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The to use when resolving schema references. + The object representing the JSON Schema. + + + + Load a from a string that contains JSON Schema. + + A that contains JSON Schema. + A populated from the string that contains JSON Schema. + + + + Load a from a string that contains JSON Schema using the specified . + + A that contains JSON Schema. + The resolver. + A populated from the string that contains JSON Schema. + + + + Writes this schema to a . + + A into which this method will write. + + + + Writes this schema to a using the specified . + + A into which this method will write. + The resolver used. + + + + Returns a that represents the current . + + + A that represents the current . + + + + + + Returns detailed information about the schema exception. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + + Generates a from a specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets how undefined schemas are handled by the serializer. + + + + + Gets or sets the contract resolver. + + The contract resolver. + + + + Generate a from the specified type. + + The type to generate a from. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + + Resolves from an id. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the loaded schemas. + + The loaded schemas. + + + + Initializes a new instance of the class. + + + + + Gets a for the specified reference. + + The id. + A for the specified reference. + + + + + The value types allowed by the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + No type specified. + + + + + String type. + + + + + Float type. + + + + + Integer type. + + + + + Boolean type. + + + + + Object type. + + + + + Array type. + + + + + Null type. + + + + + Any type. + + + + + + Specifies undefined schema Id handling options for the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Do not infer a schema Id. + + + + + Use the .NET type name as the schema Id. + + + + + Use the assembly qualified .NET type name as the schema Id. + + + + + + Returns detailed information related to the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the associated with the validation error. + + The JsonSchemaException associated with the validation error. + + + + Gets the path of the JSON location where the validation error occurred. + + The path of the JSON location where the validation error occurred. + + + + Gets the text description corresponding to the validation error. + + The text description. + + + + + Represents the callback method that will handle JSON schema validation events and the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + A camel case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Resolves member mappings for a type, camel casing property names. + + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used by to resolve a for a given . + + + + + Gets a value indicating whether members are being get and set using dynamic code generation. + This value is determined by the runtime permissions available. + + + true if using dynamic code generation; otherwise, false. + + + + + Gets or sets the default members search flags. + + The default members search flags. + + + + Gets or sets a value indicating whether compiler generated members should be serialized. + + + true if serialized compiler generated members; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the interface when serializing and deserializing types. + + + true if the interface will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the attribute when serializing and deserializing types. + + + true if the attribute will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore IsSpecified members when serializing and deserializing types. + + + true if the IsSpecified members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore ShouldSerialize members when serializing and deserializing types. + + + true if the ShouldSerialize members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets the naming strategy used to resolve how property names and dictionary keys are serialized. + + The naming strategy used to resolve how property names and dictionary keys are serialized. + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Gets the serializable members for the type. + + The type to get serializable members for. + The serializable members for the type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates the constructor parameters. + + The constructor to create properties for. + The type's member properties. + Properties for the given . + + + + Creates a for the given . + + The matching member property. + The constructor parameter. + A created for the given . + + + + Resolves the default for the contract. + + Type of the object. + The contract's default . + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Determines which contract type is created for the given type. + + Type of the object. + A for the given type. + + + + Creates properties for the given . + + The type to create properties for. + /// The member serialization mode for the type. + Properties for the given . + + + + Creates the used by the serializer to get and set values from a member. + + The member. + The used by the serializer to get and set values from a member. + + + + Creates a for the given . + + The member's parent . + The member to create a for. + A created for the given . + + + + Resolves the name of the property. + + Name of the property. + Resolved name of the property. + + + + Resolves the name of the extension data. By default no changes are made to extension data names. + + Name of the extension data. + Resolved name of the extension data. + + + + Resolves the key of the dictionary. By default is used to resolve dictionary keys. + + Key of the dictionary. + Resolved key of the dictionary. + + + + Gets the resolved name of the property. + + Name of the property. + Name of the property. + + + + The default naming strategy. Property names and dictionary keys are unchanged. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + The default serialization binder used when resolving and loading classes from type names. + + + + + Initializes a new instance of the class. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + The type of the object the formatter creates a new instance of. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer that writes to the application's instances. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides information surrounding an error. + + + + + Gets the error. + + The error. + + + + Gets the original object that caused the error. + + The original object that caused the error. + + + + Gets the member that caused the error. + + The member that caused the error. + + + + Gets the path of the JSON location where the error occurred. + + The path of the JSON location where the error occurred. + + + + Gets or sets a value indicating whether this is handled. + + true if handled; otherwise, false. + + + + Provides data for the Error event. + + + + + Gets the current object the error event is being raised against. + + The current object the error event is being raised against. + + + + Gets the error context. + + The error context. + + + + Initializes a new instance of the class. + + The current object. + The error context. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides methods to get attributes. + + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Used by to resolve a for a given . + + + + + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used to resolve references when serializing and deserializing JSON by the . + + + + + Resolves a reference to its object. + + The serialization context. + The reference to resolve. + The object that was resolved from the reference. + + + + Gets the reference for the specified object. + + The serialization context. + The object to get a reference for. + The reference to the object. + + + + Determines whether the specified object is referenced. + + The serialization context. + The object to test for a reference. + + true if the specified object is referenced; otherwise, false. + + + + + Adds a reference to the specified object. + + The serialization context. + The reference. + The object to reference. + + + + Allows users to control class loading and mandate what class to load. + + + + + When implemented, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When implemented, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + The that will be used to filter the trace messages passed to the writer. + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Provides methods to get and set values. + + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Contract details for a used by the . + + + + + Gets the of the collection items. + + The of the collection items. + + + + Gets a value indicating whether the collection type is a multidimensional array. + + true if the collection type is a multidimensional array; otherwise, false. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the collection values. + + true if the creator has a parameter with the collection values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the default collection items . + + The converter. + + + + Gets or sets a value indicating whether the collection items preserve object references. + + true if collection items preserve object references; otherwise, false. + + + + Gets or sets the collection item reference loop handling. + + The reference loop handling. + + + + Gets or sets the collection item type name handling. + + The type name handling. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Handles serialization callback events. + + The object that raised the callback event. + The streaming context. + + + + Handles serialization error callback events. + + The object that raised the callback event. + The streaming context. + The error context. + + + + Sets extension data for an object during deserialization. + + The object to set extension data on. + The extension data key. + The extension data value. + + + + Gets extension data for an object during serialization. + + The object to set extension data on. + + + + Contract details for a used by the . + + + + + Gets the underlying type for the contract. + + The underlying type for the contract. + + + + Gets or sets the type created during deserialization. + + The type created during deserialization. + + + + Gets or sets whether this type contract is serialized as a reference. + + Whether this type contract is serialized as a reference. + + + + Gets or sets the default for this contract. + + The converter. + + + + Gets the internally resolved for the contract's type. + This converter is used as a fallback converter when no other converter is resolved. + Setting will always override this converter. + + + + + Gets or sets all methods called immediately after deserialization of the object. + + The methods called immediately after deserialization of the object. + + + + Gets or sets all methods called during deserialization of the object. + + The methods called during deserialization of the object. + + + + Gets or sets all methods called after serialization of the object graph. + + The methods called after serialization of the object graph. + + + + Gets or sets all methods called before serialization of the object. + + The methods called before serialization of the object. + + + + Gets or sets all method called when an error is thrown during the serialization of the object. + + The methods called when an error is thrown during the serialization of the object. + + + + Gets or sets the default creator method used to create the object. + + The default creator method used to create the object. + + + + Gets or sets a value indicating whether the default creator is non-public. + + true if the default object creator is non-public; otherwise, false. + + + + Contract details for a used by the . + + + + + Gets or sets the dictionary key resolver. + + The dictionary key resolver. + + + + Gets the of the dictionary keys. + + The of the dictionary keys. + + + + Gets the of the dictionary values. + + The of the dictionary values. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the dictionary values. + + true if the creator has a parameter with the dictionary values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets the object's properties. + + The object's properties. + + + + Gets or sets the property name resolver. + + The property name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object constructor. + + The object constructor. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object member serialization. + + The member object serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets the object's properties. + + The object's properties. + + + + Gets a collection of instances that define the parameters used with . + + + + + Gets or sets the function used to create the object. When set this function will override . + This function is called with a collection of arguments which are defined by the collection. + + The function used to create the object. + + + + Gets or sets the extension data setter. + + + + + Gets or sets the extension data getter. + + + + + Gets or sets the extension data value type. + + + + + Gets or sets the extension data name resolver. + + The extension data name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Maps a JSON property to a .NET member or constructor parameter. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the type that declared this property. + + The type that declared this property. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets the name of the underlying member or parameter. + + The name of the underlying member or parameter. + + + + Gets the that will get and set the during serialization. + + The that will get and set the during serialization. + + + + Gets or sets the for this property. + + The for this property. + + + + Gets or sets the type of the property. + + The type of the property. + + + + Gets or sets the for the property. + If set this converter takes precedence over the contract converter for the property type. + + The converter. + + + + Gets or sets the member converter. + + The member converter. + + + + Gets or sets a value indicating whether this is ignored. + + true if ignored; otherwise, false. + + + + Gets or sets a value indicating whether this is readable. + + true if readable; otherwise, false. + + + + Gets or sets a value indicating whether this is writable. + + true if writable; otherwise, false. + + + + Gets or sets a value indicating whether this has a member attribute. + + true if has a member attribute; otherwise, false. + + + + Gets the default value. + + The default value. + + + + Gets or sets a value indicating whether this is required. + + A value indicating whether this is required. + + + + Gets a value indicating whether has a value specified. + + + + + Gets or sets a value indicating whether this property preserves object references. + + + true if this instance is reference; otherwise, false. + + + + + Gets or sets the property null value handling. + + The null value handling. + + + + Gets or sets the property default value handling. + + The default value handling. + + + + Gets or sets the property reference loop handling. + + The reference loop handling. + + + + Gets or sets the property object creation handling. + + The object creation handling. + + + + Gets or sets or sets the type name handling. + + The type name handling. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets a predicate used to determine whether the property should be deserialized. + + A predicate used to determine whether the property should be deserialized. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets an action used to set whether the property has been deserialized. + + An action used to set whether the property has been deserialized. + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Gets or sets the converter used when serializing the property's collection items. + + The collection's items converter. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + A collection of objects. + + + + + Initializes a new instance of the class. + + The type. + + + + When implemented in a derived class, extracts the key from the specified element. + + The element from which to extract the key. + The key for the specified element. + + + + Adds a object. + + The property to add to the collection. + + + + Gets the closest matching object. + First attempts to get an exact case match of and then + a case insensitive match. + + Name of the property. + A matching property if found. + + + + Gets a property by property name. + + The name of the property to get. + Type property name string comparison. + A matching property if found. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Lookup and create an instance of the type described by the argument. + + The type to create. + Optional arguments to pass to an initializing constructor of the JsonConverter. + If null, the default constructor is used. + + + + A kebab case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Represents a trace writer that writes to memory. When the trace message limit is + reached then old trace messages will be removed as new messages are added. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Initializes a new instance of the class. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Returns an enumeration of the most recent trace messages. + + An enumeration of the most recent trace messages. + + + + Returns a of the most recent trace messages. + + + A of the most recent trace messages. + + + + + A base class for resolving how property names and dictionary keys are serialized. + + + + + A flag indicating whether dictionary keys should be processed. + Defaults to false. + + + + + A flag indicating whether extension data names should be processed. + Defaults to false. + + + + + A flag indicating whether explicitly specified property names, + e.g. a property name customized with a , should be processed. + Defaults to false. + + + + + Gets the serialized name for a given property name. + + The initial property name. + A flag indicating whether the property has had a name explicitly specified. + The serialized property name. + + + + Gets the serialized name for a given extension data name. + + The initial extension data name. + The serialized extension data name. + + + + Gets the serialized key for a given dictionary key. + + The initial dictionary key. + The serialized dictionary key. + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Hash code calculation + + + + + + Object equality implementation + + + + + + + Compare to another NamingStrategy + + + + + + + Represents a method that constructs an object. + + The object type to create. + + + + When applied to a method, specifies that the method is called when an error occurs serializing an object. + + + + + Provides methods to get attributes from a , , or . + + + + + Initializes a new instance of the class. + + The instance to get attributes for. This parameter should be a , , or . + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Get and set values for a using reflection. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + A snake case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Specifies how strings are escaped when writing JSON text. + + + + + Only control characters (e.g. newline) are escaped. + + + + + All non-ASCII and control characters (e.g. newline) are escaped. + + + + + HTML (<, >, &, ', ") and control characters (e.g. newline) are escaped. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the LoadWithPartialName method of the class is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The Load method of the class is used to load the assembly. + + + + + Specifies type name handling options for the . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Do not include the .NET type name when serializing types. + + + + + Include the .NET type name when serializing into a JSON object structure. + + + + + Include the .NET type name when serializing into a JSON array structure. + + + + + Always include the .NET type name when serializing. + + + + + Include the .NET type name when the type of the object being serialized is not the same as its declared type. + Note that this doesn't include the root serialized object by default. To include the root object's type name in JSON + you must specify a root type object with + or . + + + + + Determines whether the collection is null or empty. + + The collection. + + true if the collection is null or empty; otherwise, false. + + + + + Adds the elements of the specified collection to the specified generic . + + The list to add to. + The collection of elements to add. + + + + Converts the value to the specified type. If the value is unable to be converted, the + value is checked whether it assignable to the specified type. + + The value to convert. + The culture to use when converting. + The type to convert or cast the value to. + + The converted type. If conversion was unsuccessful, the initial value + is returned if assignable to the target type. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic that returns a result + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Returns a Restrictions object which includes our current restrictions merged + with a restriction limiting our type + + + + + Helper class for serializing immutable collections. + Note that this is used by all builds, even those that don't support immutable collections, in case the DLL is GACed + https://github.com/JamesNK/Newtonsoft.Json/issues/652 + + + + + Gets the type of the typed collection's items. + + The type. + The type of the typed collection's items. + + + + Gets the member's underlying type. + + The member. + The underlying type of the member. + + + + Determines whether the property is an indexed property. + + The property. + + true if the property is an indexed property; otherwise, false. + + + + + Gets the member's value on the object. + + The member. + The target object. + The member's value on the object. + + + + Sets the member's value on the target object. + + The member. + The target. + The value. + + + + Determines whether the specified MemberInfo can be read. + + The MemberInfo to determine whether can be read. + /// if set to true then allow the member to be gotten non-publicly. + + true if the specified MemberInfo can be read; otherwise, false. + + + + + Determines whether the specified MemberInfo can be set. + + The MemberInfo to determine whether can be set. + if set to true then allow the member to be set non-publicly. + if set to true then allow the member to be set if read-only. + + true if the specified MemberInfo can be set; otherwise, false. + + + + + Builds a string. Unlike this class lets you reuse its internal buffer. + + + + + Determines whether the string is all white space. Empty string will return false. + + The string to test whether it is all white space. + + true if the string is all white space; otherwise, false. + + + + + Specifies the state of the . + + + + + An exception has been thrown, which has left the in an invalid state. + You may call the method to put the in the Closed state. + Any other method calls result in an being thrown. + + + + + The method has been called. + + + + + An object is being written. + + + + + An array is being written. + + + + + A constructor is being written. + + + + + A property is being written. + + + + + A write method has not been called. + + + + Specifies that an output will not be null even if the corresponding type allows it. + + + Specifies that when a method returns , the parameter will not be null even if the corresponding type allows it. + + + Initializes the attribute with the specified return value condition. + + The return value condition. If the method returns this value, the associated parameter will not be null. + + + + Gets the return value condition. + + + Specifies that an output may be null even if the corresponding type disallows it. + + + Specifies that null is allowed as an input even if the corresponding type disallows it. + + + + Specifies that the method will not return if the associated Boolean parameter is passed the specified value. + + + + + Initializes a new instance of the class. + + + The condition parameter value. Code after the method will be considered unreachable by diagnostics if the argument to + the associated parameter matches this value. + + + + Gets the condition parameter value. + + + diff --git a/FirstVillainLibrary/bin/Release/UnityEngine.CoreModule.dll b/FirstVillainLibrary/bin/Release/UnityEngine.CoreModule.dll new file mode 100644 index 0000000..63babbb Binary files /dev/null and b/FirstVillainLibrary/bin/Release/UnityEngine.CoreModule.dll differ diff --git a/FirstVillainLibrary/bin/Release/UnityEngine.CoreModule.xml b/FirstVillainLibrary/bin/Release/UnityEngine.CoreModule.xml new file mode 100644 index 0000000..7c54832 --- /dev/null +++ b/FirstVillainLibrary/bin/Release/UnityEngine.CoreModule.xml @@ -0,0 +1,56039 @@ + + + + + UnityEngine.CoreModule + + + + The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu. + + + + + The order of the component in the component menu (lower is higher to the top). + + + + + Add an item in the Component menu. + + The path to the component. + Where in the component menu to add the new item. + + + + Add an item in the Component menu. + + The path to the component. + Where in the component menu to add the new item. + + + + ActivityIndicator Style (Android Specific). + + + + + Do not show ActivityIndicator. + + + + + Large Inversed (android.R.attr.progressBarStyleLargeInverse). + + + + + Small Inversed (android.R.attr.progressBarStyleSmallInverse). + + + + + Large (android.R.attr.progressBarStyleLarge). + + + + + Small (android.R.attr.progressBarStyleSmall). + + + + + Store a collection of Keyframes that can be evaluated over time. + + + + + All keys defined in the animation curve. + + + + + The number of keys in the curve. (Read Only) + + + + + The behaviour of the animation after the last keyframe. + + + + + The behaviour of the animation before the first keyframe. + + + + + Add a new key to the curve. + + The time at which to add the key (horizontal axis in the curve graph). + The value for the key (vertical axis in the curve graph). + + The index of the added key, or -1 if the key could not be added. + + + + + Add a new key to the curve. + + The key to add to the curve. + + The index of the added key, or -1 if the key could not be added. + + + + + Creates a constant "curve" starting at timeStart, ending at timeEnd, and set to the value value. + + The start time for the constant curve. + The end time for the constant curve. + The value for the constant curve. + + The constant curve created from the specified values. + + + + + Creates an animation curve from an arbitrary number of keyframes. + + An array of Keyframes used to define the curve. + + + + Creates an empty animation curve. + + + + + Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd. + + The start time for the ease curve. + The start value for the ease curve. + The end time for the ease curve. + The end value for the ease curve. + + The ease-in and out curve generated from the specified values. + + + + + Evaluate the curve at time. + + The time within the curve you want to evaluate (the horizontal axis in the curve graph). + + The value of the curve, at the point in time specified. + + + + + A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd. + + The start time for the linear curve. + The start value for the linear curve. + The end time for the linear curve. + The end value for the linear curve. + + The linear curve created from the specified values. + + + + + Removes the keyframe at index and inserts key. + + The index of the key to move. + The key (with its new time) to insert. + + The index of the keyframe after moving it. + + + + + Removes a key. + + The index of the key to remove. + + + + Smooth the in and out tangents of the keyframe at index. + + The index of the keyframe to be smoothed. + The smoothing weight to apply to the keyframe's tangents. + + + + Retrieves the key at index. (Read Only) + + + + + Anisotropic filtering mode. + + + + + Disable anisotropic filtering for all textures. + + + + + Enable anisotropic filtering, as set for each texture. + + + + + Enable anisotropic filtering for all textures. + + + + + Interface to control XCode Frame Capture. + + + + + Begin Capture to the specified file. + + + + + + Begin Capture in XCode frame debugger. + + + + + Begin capture to the specified file at the beginning of the next frame, and end it at the end of the next frame. + + + + + + Begin capture to Xcode at the beginning of the next frame, and end it at the end of the next frame. + + + + + End Capture. + + + + + Is Capture destination supported. + + + + + + Destination of Frame Capture +This is a wrapper for MTLCaptureDestination. + + + + + Capture in XCode itself. + + + + + Capture to a GPU Trace document. + + + + + ReplayKit is only available on certain iPhone, iPad and iPod Touch devices running iOS 9.0 or later. + + + + + A Boolean that indicates whether ReplayKit broadcasting API is available (true means available) (Read Only). +Check the value of this property before making ReplayKit broadcasting API calls. On iOS versions prior to iOS 10, this property will have a value of false. + + + + + A string property that contains an URL used to redirect the user to an on-going or completed broadcast (Read Only). + + + + + Camera enabled status. True, if camera enabled; false otherwise. + + + + + Boolean property that indicates whether a broadcast is currently in progress (Read Only). + + + + + Boolean property that indicates whether a broadcast is currently paused (Read Only). + + + + + A boolean that indicates whether ReplayKit is currently displaying a preview controller. (Read Only) + + + + + A boolean that indicates whether ReplayKit is making a recording (where True means a recording is in progress). (Read Only) + + + + + A string value of the last error incurred by the ReplayKit: Either 'Failed to get Screen Recorder' or 'No recording available'. (Read Only) + + + + + Microphone enabled status. True, if microphone enabled; false otherwise. + + + + + A boolean value that indicates that a new recording is available for preview (where True means available). (Read Only) + + + + + A boolean that indicates whether the ReplayKit API is available (where True means available). (Read Only) + + + + + Function called at the completion of broadcast startup. + + This parameter will be true if the broadcast started successfully and false in the event of an error. + In the event of failure to start a broadcast, this parameter contains the associated error message. + + + + Discard the current recording. + + + A boolean value of True if the recording was discarded successfully or False if an error occurred. + + + + + Hide the camera preview view. + + + + + Pauses current broadcast. +Will pause currently on-going broadcast. If no broadcast is in progress, does nothing. + + + + + Preview the current recording + + + A boolean value of True if the video preview window opened successfully or False if an error occurred. + + + + + Resumes current broadcast. +Will resume currently on-going broadcast. If no broadcast is in progress, does nothing. + + + + + Shows camera preview at coordinates posX and posY. The preview is width by height in size. + + + + + + + + + Initiates and starts a new broadcast +When StartBroadcast is called, user is presented with a broadcast provider selection screen, and then a broadcast setup screen. Once it is finished, a broadcast will be started, and the callback will be invoked. +It will also be invoked in case of any error. + + + A callback for getting the status of broadcast initiation. + Enable or disable the microphone while broadcasting. Enabling the microphone allows you to include user commentary while broadcasting. The default value is false. + Enable or disable the camera while broadcasting. Enabling camera allows you to include user camera footage while broadcasting. The default value is false. To actually include camera footage in your broadcast, you also have to call ShowCameraPreviewAt as well to position the preview view. + + + + Start a new recording. + + Enable or disable the microphone while making a recording. Enabling the microphone allows you to include user commentary while recording. The default value is false. + Enable or disable the camera while making a recording. Enabling camera allows you to include user camera footage while recording. The default value is false. To actually include camera footage in your recording, you also have to call ShowCameraPreviewAt as well to position the preview view. + + A boolean value of True if recording started successfully or False if an error occurred. + + + + + Stops current broadcast. +Will terminate currently on-going broadcast. If no broadcast is in progress, does nothing. + + + + + Stop the current recording. + + + A boolean value of True if recording stopped successfully or False if an error occurred. + + + + + Access to application run-time data. + + + + + The URL of the document. For WebGL, this a web URL. For Android, iOS, or Universal Windows Platform (UWP) this is a deep link URL. (Read Only) + + + + + Priority of background loading thread. + + + + + Returns a GUID for this build (Read Only). + + + + + A unique cloud project identifier. It is unique for every project (Read Only). + + + + + Return application company name (Read Only). + + + + + Returns the path to the console log file, or an empty string if the current platform does not support log files. + + + + + Contains the path to the game data folder on the target device (Read Only). + + + + + This event is raised when an application running on Android, iOS, or the Universal Windows Platform (UWP) is activated using a deep link URL. + + The deep link URL that activated the application. + + + + Defines the delegate to use to register for events in which the focus gained or lost. + + + + + + Returns false if application is altered in any way after it was built. + + + + + Returns true if application integrity can be confirmed. + + + + + Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. + + + + + Returns the name of the store or package that installed the application (Read Only). + + + + + Returns application install mode (Read Only). + + + + + Returns the type of Internet reachability currently possible on the device. + + + + + Returns true when Unity is launched with the -batchmode flag from the command line (Read Only). + + + + + Is the current Runtime platform a known console platform. + + + + + Are we running inside the Unity editor? (Read Only) + + + + + Whether the player currently has focus. Read-only. + + + + + Is some level being loaded? (Read Only) (Obsolete). + + + + + Is the current Runtime platform a known mobile platform. + + + + + Returns true when called in any kind of built Player, or when called in the Editor in Play Mode (Read Only). + + + + + Checks whether splash screen is being shown. + + + + + The total number of levels available (Read Only). + + + + + Note: This is now obsolete. Use SceneManager.GetActiveScene instead. (Read Only). + + + + + The name of the level that was last loaded (Read Only). + + + + + Event that is fired if a log message is received. + + + + + + Event that is fired if a log message is received. + + + + + + This event occurs when your app receives a low-memory notification from the device it is running on. This only occurs when your app is running in the foreground. You can release non-critical assets from memory (such as, textures or audio clips) in response to this in order to avoid the app being terminated. You can also load smaller versions of such assets. Furthermore, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated. + +This event is supported on iOS, Android, and Universal Windows Platform (UWP). + +This event corresponds to the following callbacks on the different platforms: + +- iOS: [UIApplicationDelegate applicationDidReceiveMemoryWarning] + +- Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL) + +- UWP: MemoryManager.AppMemoryUsageIncreased (AppMemoryUsageLevel == OverLimit) + +Note: For UWP, this event will not occur on Desktop and only works on memory constrained devices, such as HoloLens and Xbox One. The OverLimit threshold specified by the OS in this case is so high it is not reasonably possible to reach it and trigger the event. + +Here is an example of handling the callback: + + + + + + Delegate method used to register for "Just Before Render" input updates for VR devices. + + + + + + (Read Only) Contains the path to a persistent data directory. + + + + + Returns the platform the game is running on (Read Only). + + + + + Returns application product name (Read Only). + + + + + Unity raises this event when the player application is quitting. + + + + + + Should the player be running when the application is in the background? + + + + + Returns application running in sandbox (Read Only). + + + + + Obsolete. Use Application.SetStackTraceLogType. + + + + + How many bytes have we downloaded from the main unity web stream (Read Only). + + + + + The path to the StreamingAssets folder (Read Only). + + + + + The language the user's operating system is running in. + + + + + Specifies the frame rate at which Unity tries to render your game. + + + + + Contains the path to a temporary data / cache directory (Read Only). + + + + + The version of the Unity runtime used to play the content. + + + + + Unity raises this event when Player is unloading. + + + + + + Returns application version number (Read Only). + + + + + Unity raises this event when the player application wants to quit. + + + + + + Indicates whether Unity's webplayer security model is enabled. + + + + + Delegate method for fetching advertising ID. + + Advertising ID. + Indicates whether user has chosen to limit ad tracking. + Error message. + + + + Cancels quitting the application. This is useful for showing a splash screen at the end of a game. + + + + + Can the streamed level be loaded? + + + + + + Can the streamed level be loaded? + + + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Calls a function in the web page that contains the WebGL Player. + + Name of the function to call. + Array of arguments passed in the call. + + + + Execution of a script function in the contained web page. + + The Javascript function to call. + + + + Returns an array of feature tags in use for this build. + + + + + Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + + + + + How far has the download progressed? [0...1]. + + + + + + How far has the download progressed? [0...1]. + + + + + + Is Unity activated with the Pro license? + + + + + Check if the user has authorized use of the webcam or microphone in the Web Player. + + + + + + Returns true if the given object is part of the playing world either in any kind of built Player or in Play Mode. + + The object to test. + + True if the object is part of the playing world. + + + + + Note: This is now obsolete. Use SceneManager.LoadScene instead. + + The level to load. + The name of the level to load. + + + + Note: This is now obsolete. Use SceneManager.LoadScene instead. + + The level to load. + The name of the level to load. + + + + Loads a level additively. + + + + + + + Loads a level additively. + + + + + + + Loads the level additively and asynchronously in the background. + + + + + + + Loads the level additively and asynchronously in the background. + + + + + + + Loads the level asynchronously in the background. + + + + + + + Loads the level asynchronously in the background. + + + + + + + Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. + + + + + + + + This is the delegate function when a mobile device notifies of low memory. + + + + + Opens the URL specified, subject to the permissions and limitations of your app’s current platform and environment. This is handled in different ways depending on the nature of the URL, and with different security restrictions, depending on the runtime platform. + + The URL to open. + + + + Quits the player application. + + An optional exit code to return when the player application terminates on Windows, Mac and Linux. Defaults to 0. + + + + Request advertising ID for iOS and Windows Store. + + Delegate method. + + Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked. + + + + + Request authorization to use the webcam or microphone on iOS and WebGL. + + + + + + Set an array of feature tags for this build. + + + + + + Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + + + + + + Unloads the Unity Player. + + + + + Unloads all GameObject associated with the given Scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + + Index of the Scene in the PlayerSettings to unload. + Name of the Scene to Unload. + + Return true if the Scene is unloaded. + + + + + Unloads all GameObject associated with the given Scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + + Index of the Scene in the PlayerSettings to unload. + Name of the Scene to Unload. + + Return true if the Scene is unloaded. + + + + + Application installation mode (Read Only). + + + + + Application installed via ad hoc distribution. + + + + + Application installed via developer build. + + + + + Application running in editor. + + + + + Application installed via enterprise distribution. + + + + + Application installed via online store. + + + + + Application install mode unknown. + + + + + Application sandbox type. + + + + + Application not running in a sandbox. + + + + + Application is running in broken sandbox. + + + + + Application is running in a sandbox. + + + + + Application sandbox type is unknown. + + + + + Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes. + + + + + Constructor. + + + + + The Assert class contains assertion methods for setting invariants in the code. + + + + + Obsolete. Do not use. + + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Return true when the condition is false. Otherwise return false. + + true or false. + The string used to describe the result of the Assert. + + + + Return true when the condition is false. Otherwise return false. + + true or false. + The string used to describe the result of the Assert. + + + + Assert that the value is not null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert that the value is not null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert that the value is not null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert the value is null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert the value is null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert the value is null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Asserts that the condition is true. + + The string used to describe the Assert. + true or false. + + + + Asserts that the condition is true. + + The string used to describe the Assert. + true or false. + + + + An exception that is thrown when an assertion fails. + + + + + A float comparer used by Assertions.Assert performing approximate comparison. + + + + + Default epsilon used by the comparer. + + + + + Default instance of a comparer class with deafult error epsilon and absolute error check. + + + + + Performs equality check with absolute error check. + + Expected value. + Actual value. + Comparison error. + + Result of the comparison. + + + + + Performs equality check with relative error check. + + Expected value. + Actual value. + Comparison error. + + Result of the comparison. + + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + An extension class that serves as a wrapper for the Assert class. + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreEqual. + + + + + + + + An extension method for Assertions.Assert.AreEqual. + + + + + + + + An extension method for Assertions.Assert.IsFalse. + + + + + + + An extension method for Assertions.Assert.IsFalse. + + + + + + + An extension method for Assertions.Assert.IsNull. + + + + + + + An extension method for Assertions.Assert.IsNull. + + + + + + + An extension method for Assertions.Assert.IsTrue. + + + + + + + An extension method for Assertions.Assert.IsTrue. + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotEqual. + + + + + + + + An extension method for Assertions.Assert.AreNotEqual. + + + + + + + + An extension method for Assertions.Assert.AreNotNull. + + + + + + + An extension method for Assertions.Assert.AreNotNull. + + + + + + + Asynchronous operation coroutine. + + + + + Allow Scenes to be activated as soon as it is ready. + + + + + Event that is invoked upon operation completion. An event handler that is registered in the same frame as the call that creates it will be invoked next frame, even if the operation is able to complete synchronously. If a handler is registered after the operation has completed and has already invoked the complete event, the handler will be called synchronously. + + Action<AsyncOperation> handler - function signature for completion event handler. + + + + Has the operation finished? (Read Only) + + + + + Priority lets you tweak in which order async operation calls will be performed. + + + + + What's the operation's progress. (Read Only) + + + + + Type of the imported(native) data. + + + + + Acc - not supported. + + + + + Aiff. + + + + + iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure. + + + + + Impulse tracker. + + + + + Protracker / Fasttracker MOD. + + + + + MP2/MP3 MPEG. + + + + + Ogg vorbis. + + + + + ScreamTracker 3. + + + + + 3rd party / unknown plugin format. + + + + + VAG. + + + + + Microsoft WAV. + + + + + FastTracker 2 XM. + + + + + Xbox360 XMA. + + + + + Enumeration for SystemInfo.batteryStatus which represents the current status of the device's battery. + + + + + Device is plugged in and charging. + + + + + Device is unplugged and discharging. + + + + + Device is plugged in and the battery is full. + + + + + Device is plugged in, but is not charging. + + + + + The device's battery status cannot be determined. If battery status is not available on your target platform, SystemInfo.batteryStatus will return this value. + + + + + Use this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender. + + + + + The order, lowest to highest, that the Application.onBeforeRender event recievers will be called in. + + + + + When applied to methods, specifies the order called during Application.onBeforeRender events. + + The sorting order, sorted lowest to highest. + + + + Behaviours are Components that can be enabled or disabled. + + + + + Enabled Behaviours are Updated, disabled Behaviours are not. + + + + + Reports whether a GameObject and its associated Behaviour is active and enabled. + + + + + BillboardAsset describes how a billboard is rendered. + + + + + Height of the billboard that is below ground. + + + + + Height of the billboard. + + + + + Number of pre-rendered images that can be switched when the billboard is viewed from different angles. + + + + + Number of indices in the billboard mesh. + + + + + The material used for rendering. + + + + + Number of vertices in the billboard mesh. + + + + + Width of the billboard. + + + + + Constructs a new BillboardAsset. + + + + + Get the array of billboard image texture coordinate data. + + The list that receives the array. + + + + Get the array of billboard image texture coordinate data. + + The list that receives the array. + + + + Get the indices of the billboard mesh. + + The list that receives the array. + + + + Get the indices of the billboard mesh. + + The list that receives the array. + + + + Get the vertices of the billboard mesh. + + The list that receives the array. + + + + Get the vertices of the billboard mesh. + + The list that receives the array. + + + + Set the array of billboard image texture coordinate data. + + The array of data to set. + + + + Set the array of billboard image texture coordinate data. + + The array of data to set. + + + + Set the indices of the billboard mesh. + + The array of data to set. + + + + Set the indices of the billboard mesh. + + The array of data to set. + + + + Set the vertices of the billboard mesh. + + The array of data to set. + + + + Set the vertices of the billboard mesh. + + The array of data to set. + + + + Renders a billboard from a BillboardAsset. + + + + + The BillboardAsset to render. + + + + + Constructor. + + + + + The BitStream class represents seralized variables, packed into a stream. + + + + + Is the BitStream currently being read? (Read Only) + + + + + Is the BitStream currently being written? (Read Only) + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Describes 4 skinning bone weights that affect a vertex in a mesh. + + + + + Index of first bone. + + + + + Index of second bone. + + + + + Index of third bone. + + + + + Index of fourth bone. + + + + + Skinning weight for first bone. + + + + + Skinning weight for second bone. + + + + + Skinning weight for third bone. + + + + + Skinning weight for fourth bone. + + + + + Describes a bone weight that affects a vertex in a mesh. + + + + + Index of bone. + + + + + Skinning weight for bone. + + + + + Describes a single bounding sphere for use by a CullingGroup. + + + + + The position of the center of the BoundingSphere. + + + + + The radius of the BoundingSphere. + + + + + Initializes a BoundingSphere. + + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). + + + + Initializes a BoundingSphere. + + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). + + + + Represents an axis aligned bounding box. + + + + + The center of the bounding box. + + + + + The extents of the Bounding Box. This is always half of the size of the Bounds. + + + + + The maximal point of the box. This is always equal to center+extents. + + + + + The minimal point of the box. This is always equal to center-extents. + + + + + The total size of the box. This is always twice as large as the extents. + + + + + The closest point on the bounding box. + + Arbitrary point. + + The point on the bounding box or inside the bounding box. + + + + + Is point contained in the bounding box? + + + + + + Creates a new Bounds. + + The location of the origin of the Bounds. + The dimensions of the Bounds. + + + + Grows the Bounds to include the point. + + + + + + Grow the bounds to encapsulate the bounds. + + + + + + Expand the bounds by increasing its size by amount along each side. + + + + + + Expand the bounds by increasing its size by amount along each side. + + + + + + Does ray intersect this bounding box? + + + + + + Does ray intersect this bounding box? + + + + + + + Does another bounding box intersect with this bounding box? + + + + + + Sets the bounds to the min and max value of the box. + + + + + + + The smallest squared distance between the point and this bounding box. + + + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Represents an axis aligned bounding box with all values as integers. + + + + + A BoundsInt.PositionCollection that contains all positions within the BoundsInt. + + + + + The center of the bounding box. + + + + + The maximal point of the box. + + + + + The minimal point of the box. + + + + + The position of the bounding box. + + + + + The total size of the box. + + + + + X value of the minimal point of the box. + + + + + The maximal x point of the box. + + + + + The minimal x point of the box. + + + + + Y value of the minimal point of the box. + + + + + The maximal y point of the box. + + + + + The minimal y point of the box. + + + + + Z value of the minimal point of the box. + + + + + The maximal z point of the box. + + + + + The minimal z point of the box. + + + + + Clamps the position and size of this bounding box to the given bounds. + + Bounds to clamp to. + + + + Is point contained in the bounding box? + + Point to check. + + Is point contained in the bounding box? + + + + + Is point contained in the bounding box? + + Point to check. + + Is point contained in the bounding box? + + + + + An iterator that allows you to iterate over all positions within the BoundsInt. + + + + + Current position of the enumerator. + + + + + Returns this as an iterator that allows you to iterate over all positions within the BoundsInt. + + + This BoundsInt.PositionEnumerator. + + + + + Moves the enumerator to the next position. + + + Whether the enumerator has successfully moved to the next position. + + + + + Resets this enumerator to its starting state. + + + + + Sets the bounds to the min and max value of the box. + + + + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Data structure for cache. Please refer to See Also:Caching.AddCache for more information. + + + + + The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. + + + + + Returns the index of the cache in the cache list. + + + + + Allows you to specify the total number of bytes that can be allocated for the cache. + + + + + Returns the path of the cache. + + + + + Returns true if the cache is readonly. + + + + + Returns true if the cache is ready. + + + + + Returns the number of currently unused bytes in the cache. + + + + + Returns the used disk space in bytes. + + + + + Returns true if the cache is valid. + + + + + Removes all cached content in the cache that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + Returns True when cache clearing succeeded. + + + + + Removes all cached content in the cache that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + Returns True when cache clearing succeeded. + + + + + Data structure for downloading AssetBundles to a customized cache path. See Also:UnityWebRequestAssetBundle.GetAssetBundle for more information. + + + + + Hash128 which is used as the version of the AssetBundle. + + + + + AssetBundle name which is used as the customized cache path. + + + + + The Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequestAssetBundle.GetAssetBundle(). + + + + + Returns the cache count in the cache list. + + + + + Controls compression of cache data. Enabled by default. + + + + + Gets or sets the current cache in which AssetBundles should be cached. + + + + + Returns the default cache which is added by Unity internally. + + + + + Returns true if Caching system is ready for use. + + + + + Add a cache with the given path. + + Path to the cache folder. + + + + Removes all the cached versions of the given AssetBundle from the cache. + + The AssetBundle name. + + Returns true when cache clearing succeeded. + + + + + Removes all AssetBundle content that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + True when cache clearing succeeded, false if cache was in use. + + + + + Removes all AssetBundle content that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + True when cache clearing succeeded, false if cache was in use. + + + + + Removes the given version of the AssetBundle. + + The AssetBundle name. + Version needs to be cleaned. + + Returns true when cache clearing succeeded. Can return false if any cached bundle is in use. + + + + + Removes all the cached versions of the AssetBundle from the cache, except for the specified version. + + The AssetBundle name. + Version needs to be kept. + + Returns true when cache clearing succeeded. + + + + + Returns all paths of the cache in the cache list. + + List of all the cache paths. + + + + Returns the Cache at the given position in the cache list. + + Index of the cache to get. + + A reference to the Cache at the index specified. + + + + + Returns the Cache that has the given cache path. + + The cache path. + + A reference to the Cache with the given path. + + + + + Returns all cached versions of the given AssetBundle. + + The AssetBundle name. + List of all the cached version. + + + + Checks if an AssetBundle is cached. + + Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically. + Version The version number of the AssetBundle to check for. Negative values are not allowed. + + + + True if an AssetBundle matching the url and version parameters has previously been loaded using UnityWebRequestAssetBundle.GetAssetBundle() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API. + + + + + Bumps the timestamp of a cached file to be the current time. + + + + + + + Moves the source Cache after the destination Cache in the cache list. + + The Cache to move. + The Cache which should come before the source Cache in the cache list. + + + + Moves the source Cache before the destination Cache in the cache list. + + The Cache to move. + The Cache which should come after the source Cache in the cache list. + + + + Removes the Cache from cache list. + + The Cache to be removed. + + Returns true if the Cache is removed. + + + + + A Camera is a device through which the player views the world. + + + + + Gets the temporary RenderTexture target for this Camera. + + + + + The rendering path that is currently being used (Read Only). + + + + + Returns all enabled cameras in the Scene. + + + + + The number of cameras in the current Scene. + + + + + Dynamic Resolution Scaling. + + + + + High dynamic range rendering. + + + + + MSAA rendering. + + + + + Determines whether the stereo view matrices are suitable to allow for a single pass cull. + + + + + The aspect ratio (width divided by height). + + + + + The color with which the screen will be cleared. + + + + + Matrix that transforms from camera space to world space (Read Only). + + + + + Identifies what kind of camera this is, using the CameraType enum. + + + + + How the camera clears the background. + + + + + Should the camera clear the stencil buffer after the deferred light pass? + + + + + Number of command buffers set up on this camera (Read Only). + + + + + This is used to render parts of the Scene selectively. + + + + + Sets a custom matrix for the camera to use for all culling queries. + + + + + The camera we are currently rendering with, for low-level render control only (Read Only). + + + + + Camera's depth in the camera rendering order. + + + + + How and if camera generates a depth texture. + + + + + Mask to select which layers can trigger events on the camera. + + + + + The distance of the far clipping plane from the Camera, in world units. + + + + + The vertical field of view of the Camera, in degrees. + + + + + The camera focal length, expressed in millimeters. To use this property, enable UsePhysicalProperties. + + + + + Should camera rendering be forced into a RenderTexture. + + + + + There are two gates for a camera, the sensor gate and the resolution gate. The physical camera sensor gate is defined by the sensorSize property, the resolution gate is defined by the render target area. + + + + + High dynamic range rendering. + + + + + Per-layer culling distances. + + + + + How to perform per-layer culling for a Camera. + + + + + The lens offset of the camera. The lens shift is relative to the sensor size. For example, a lens shift of 0.5 offsets the sensor by half its horizontal size. + + + + + The first enabled Camera component that is tagged "MainCamera" (Read Only). + + + + + The distance of the near clipping plane from the the Camera, in world units. + + + + + Get or set the raw projection matrix with no camera offset (no jittering). + + + + + Delegate that you can use to execute custom code after a Camera renders the scene. + + + + + Delegate that you can use to execute custom code before a Camera culls the scene. + + + + + Delegate that you can use to execute custom code before a Camera renders the scene. + + + + + Opaque object sorting mode. + + + + + Is the camera orthographic (true) or perspective (false)? + + + + + Camera's half-size when in orthographic mode. + + + + + Sets the culling mask used to determine which objects from which Scenes to draw. +See EditorSceneManager.SetSceneCullingMask. + + + + + How tall is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). + + + + + Where on the screen is the camera rendered in pixel coordinates. + + + + + How wide is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). + + + + + Get the view projection matrix used on the last frame. + + + + + Set a custom projection matrix. + + + + + Where on the screen is the camera rendered in normalized coordinates. + + + + + The rendering path that should be used, if possible. + + + + + How tall is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). + + + + + How wide is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). + + + + + If not null, the camera will only render the contents of the specified Scene. + + + + + The size of the camera sensor, expressed in millimeters. + + + + + Returns the eye that is currently rendering. +If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. + +If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. + +If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left. + + + + + Distance to a point where virtual eyes converge. + + + + + Stereoscopic rendering. + + + + + Render only once and use resulting image for both eyes. + + + + + The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect. + + + + + Defines which eye of a VR display the Camera renders into. + + + + + Set the target display for this Camera. + + + + + Destination render texture. + + + + + An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. + + + + + Transparent object sorting mode. + + + + + Should the jittered matrix be used for transparency rendering? + + + + + Whether or not the Camera will use occlusion culling during rendering. + + + + + Enable usePhysicalProperties to use physical camera properties to compute the field of view and the frustum. + + + + + Get the world-space speed of the camera (Read Only). + + + + + Matrix that transforms from world to camera space. + + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. + + The point during the graphics processing at which this command buffer should commence on the GPU. + The buffer to execute. + The desired async compute queue type to execute the buffer on. + + + + Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth. + + Normalized viewport coordinates to use for the frustum calculation. + Z-depth from the camera origin at which the corners will be calculated. + Camera eye projection matrix to use. + Output array for the frustum corner vectors. Cannot be null and length must be >= 4. + + + + Calculates and returns oblique near-plane projection matrix. + + Vector4 that describes a clip plane. + + Oblique near-plane projection matrix. + + + + + + Calculates the projection matrix from focal length, sensor size, lens shift, near plane distance, far plane distance, and Gate fit parameters. + To calculate the projection matrix without taking Gate fit into account, use Camera.GateFitMode.None . See Also: Camera.GateFitParameters + + + The calculated matrix. + Focal length in millimeters. + Sensor dimensions in Millimeters. + Lens offset relative to the sensor size. + Near plane distance. + Far plane distance. + Gate fit parameters to use. See Camera.GateFitParameters. + + + + Delegate type for camera callbacks. + + + + + + Makes this camera's settings match other camera. + + Copy camera settings to the other camera. + + + + Sets the non-jittered projection matrix, sourced from the VR SDK. + + Specifies the stereoscopic eye whose non-jittered projection matrix will be sourced from the VR SDK. + + + + + Enumerates which axis to use when expressing the value for the field of view. + The default value is Camera.FieldOfViewAxis.Vertical. + + + + + Specifies the field of view as horizontal. + + + + + Specifies the field of view as vertical. + + + + + Converts field of view to focal length. Use either sensor height and vertical field of view or sensor width and horizontal field of view. + + field of view in degrees. + Sensor size in millimeters. + + Focal length in millimeters. + + + + + Converts focal length to field of view. + + Focal length in millimeters. + Sensor size in millimeters. Use the sensor height to get the vertical field of view. Use the sensor width to get the horizontal field of view. + + field of view in degrees. + + + + + Enum used to specify how the sensor gate (sensor frame) defined by Camera.sensorSize fits into the resolution gate (render frame). + + + + + + Automatically selects a horizontal or vertical fit so that the sensor gate fits completely inside the resolution gate. + + + + + + + Fit the resolution gate horizontally within the sensor gate. + + + + + + + Stretch the sensor gate to fit exactly into the resolution gate. + + + + + + + Automatically selects a horizontal or vertical fit so that the render frame fits completely inside the resolution gate. + + + + + + + Fit the resolution gate vertically within the sensor gate. + + + + + + Wrapper for gate fit parameters + + + + + Aspect ratio of the resolution gate. + + + + + GateFitMode to use. See Camera.GateFitMode. + + + + + Wrapper for gate fit parameters. + + + + + + + Fills an array of Camera with the current cameras in the Scene, without allocating a new array. + + An array to be filled up with cameras currently in the Scene. + + + + Get command buffers to be executed at a specified place. + + When to execute the command buffer during rendering. + + Array of command buffers. + + + + + + Retrieves the effective vertical field of view of the camera, including GateFit. + Fitting the sensor gate and the resolution gate has an impact on the final field of view. If the sensor gate aspect ratio is the same as the resolution gate aspect ratio or if the camera is not in physical mode, then this method returns the same value as the fieldofview property. + + + + Returns the effective vertical field of view. + + + + + + Retrieves the effective lens offset of the camera, including GateFit. + Fitting the sensor gate and the resolution gate has an impact on the final obliqueness of the projection. If the sensor gate aspect ratio is the same as the resolution gate aspect ratio, then this method returns the same value as the lenshift property. If the camera is not in physical mode, then this methods returns Vector2.zero. + + + + Returns the effective lens shift value. + + + + + Gets the non-jittered projection matrix of a specific left or right stereoscopic eye. + + Specifies the stereoscopic eye whose non-jittered projection matrix needs to be returned. + + The non-jittered projection matrix of the specified stereoscopic eye. + + + + + Gets the projection matrix of a specific left or right stereoscopic eye. + + Specifies the stereoscopic eye whose projection matrix needs to be returned. + + The projection matrix of the specified stereoscopic eye. + + + + + Gets the left or right view matrix of a specific stereoscopic eye. + + Specifies the stereoscopic eye whose view matrix needs to be returned. + + The view matrix of the specified stereoscopic eye. + + + + + Converts the horizontal field of view (FOV) to the vertical FOV, based on the value of the aspect ratio parameter. + + The horizontal FOV value in degrees. + The aspect ratio value used for the conversion + + + + + A Camera eye corresponding to the left or right human eye for stereoscopic rendering, or neither for non-stereoscopic rendering. + +A single Camera can render both left and right views in a single frame. Therefore, this enum describes which eye the Camera is currently rendering when returned by Camera.stereoActiveEye during a rendering callback (such as Camera.OnRenderImage), or which eye to act on when passed into a function. + +The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereoscopicEye.Left may be returned by some methods or properties when called outside of rendering if stereoscopic rendering is enabled. + + + + + Camera eye corresponding to stereoscopic rendering of the left eye. + + + + + Camera eye corresponding to non-stereoscopic rendering. + + + + + Camera eye corresponding to stereoscopic rendering of the right eye. + + + + + Remove all command buffers set on this camera. + + + + + Remove command buffer from execution at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Remove command buffers from execution at a specified place. + + When to execute the command buffer during rendering. + + + + Render the camera manually. + + + + + A request that can be used for making specific rendering requests. + + + + + Is this request properly formed. + + + + + The type of request. + + + + + Defines in which space render requests will be be outputted. + + + + + The result of the request. + + + + + Modes available for submitting when making a render request. + + + + + The render request outputs the materials albedo / base color. + + + + + The render request outputs a depth value. + + + + + The render request outputs the materials diffuse color. + + + + + The render request outputs the materials emission value. + + + + + The render request outputs an entity id. + + + + + The render outputs the materials metal value. + + + + + Default value for a request. + + + + + The render request outputs the per pixel normal. + + + + + The render request outputs an object InstanceID buffer. + + + + + The render request returns the material ambient occlusion buffer. + + + + + The render request returns the materials smoothness buffer. + + + + + The render request returns the materials specular color buffer. + + + + + The render request outputs the interpolated vertex normal. + + + + + The render request outputs a world position buffer. + + + + + Defines in which space render requests will be be outputted. + + + + + RenderRequests will be rendered in screenspace from the perspective of the camera. + + + + + RenderRequests will be outputted in UV 0 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 1 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 2 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 3 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 4 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 5 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 6 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 7 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 8 space of the rendered mesh. + + + + + Render into a static cubemap from this camera. + + The cube map to render to. + A bitmask which determines which of the six faces are rendered to. + + False if rendering fails, else true. + + + + + Render into a cubemap from this camera. + + A bitfield indicating which cubemap faces should be rendered into. + The texture to render to. + + False if rendering fails, else true. + + + + + Render one side of a stereoscopic 360-degree image into a cubemap from this camera. + + The texture to render to. + A bitfield indicating which cubemap faces should be rendered into. Set to the integer value 63 to render all faces. + A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for non-stereoscopic rendering. + + False if rendering fails, else true. + + + + + Render the camera with shader replacement. + + + + + + + Revert all camera parameters to default. + + + + + Revert the aspect ratio to the screen's aspect ratio. + + + + + Make culling queries reflect the camera's built in parameters. + + + + + Reset to the default field of view. + + + + + Make the projection reflect normal camera's parameters. + + + + + Remove shader replacement from camera. + + + + + Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes. + + + + + Reset the camera to using the Unity computed view matrices for all stereoscopic eyes. + + + + + Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera. + + + + + Make the rendering position reflect the camera's position in the Scene. + + + + + Returns a ray going from camera through a screen point. + + A 3D point, with the x and y coordinates containing a 2D screenspace point in pixels. The lower left pixel of the screen is (0,0). The upper right pixel of the screen is (screen width in pixels - 1, screen height in pixels - 1). Unity ignores the z coordinate. + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + Returns a ray going from camera through a screen point. + + A 3D point, with the x and y coordinates containing a 2D screenspace point in pixels. The lower left pixel of the screen is (0,0). The upper right pixel of the screen is (screen width in pixels - 1, screen height in pixels - 1). Unity ignores the z coordinate. + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + Transforms position from screen space into viewport space. + + + + + + Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy. + + A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane). + By default, Camera.MonoOrStereoscopicEye.Mono. Can be set to Camera.MonoOrStereoscopicEye.Left or Camera.MonoOrStereoscopicEye.Right for use in stereoscopic rendering (e.g., for VR). + + The worldspace point created by converting the screen space point at the provided distance z from the camera plane. + + + + + Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy. + + A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane). + By default, Camera.MonoOrStereoscopicEye.Mono. Can be set to Camera.MonoOrStereoscopicEye.Left or Camera.MonoOrStereoscopicEye.Right for use in stereoscopic rendering (e.g., for VR). + + The worldspace point created by converting the screen space point at the provided distance z from the camera plane. + + + + + Make the camera render with shader replacement. + + + + + + + Sets custom projection matrices for both the left and right stereoscopic eyes. + + Projection matrix for the stereoscopic left eye. + Projection matrix for the stereoscopic right eye. + + + + Sets a custom projection matrix for a specific stereoscopic eye. + + Specifies the stereoscopic eye whose projection matrix needs to be set. + The matrix to be set. + + + + Set custom view matrices for both eyes. + + View matrix for the stereo left eye. + View matrix for the stereo right eye. + + + + Sets a custom view matrix for a specific stereoscopic eye. + + Specifies the stereoscopic view matrix to set. + The matrix to be set. + + + + Sets the Camera to render to the chosen buffers of one or more RenderTextures. + + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. + + + + Sets the Camera to render to the chosen buffers of one or more RenderTextures. + + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. + + + + Enum used to specify either the left or the right eye of a stereoscopic camera. + + + + + Specifies the target to be the left eye. + + + + + Specifies the target to be the right eye. + + + + + Submit a number of Camera.RenderRequests. + + Requests. + + + + Get culling parameters for a camera. + + Resultant culling parameters. + Generate single-pass stereo aware culling parameters. + + Flag indicating whether culling parameters are valid. + + + + + Get culling parameters for a camera. + + Resultant culling parameters. + Generate single-pass stereo aware culling parameters. + + Flag indicating whether culling parameters are valid. + + + + + Converts the vertical field of view (FOV) to the horizontal FOV, based on the value of the aspect ratio parameter. + + The vertical FOV value in degrees. + The aspect ratio value used for the conversion + + + + Returns a ray going from camera through a viewport point. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Returns a ray going from camera through a viewport point. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from viewport space into screen space. + + + + + + Transforms position from viewport space into world space. + + The 3d vector in Viewport space. + + The 3d vector in World space. + + + + + Transforms position from world space into screen space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from world space into screen space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from world space into viewport space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from world space into viewport space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Values for Camera.clearFlags, determining what to clear when rendering a Camera. + + + + + Clear only the depth buffer. + + + + + Don't clear anything. + + + + + Clear with the skybox. + + + + + Clear with a background color. + + + + + Describes different types of camera. + + + + + Used to indicate a regular in-game camera. + + + + + Used to indicate a camera that is used for rendering previews in the Editor. + + + + + Used to indicate a camera that is used for rendering reflection probes. + + + + + Used to indicate that a camera is used for rendering the Scene View in the Editor. + + + + + Used to indicate that a camera is used for rendering VR (in edit mode) in the Editor. + + + + + Representation of RGBA colors. + + + + + Alpha component of the color (0 is transparent, 1 is opaque). + + + + + Blue component of the color. + + + + + Solid black. RGBA is (0, 0, 0, 1). + + + + + Solid blue. RGBA is (0, 0, 1, 1). + + + + + Completely transparent. RGBA is (0, 0, 0, 0). + + + + + Cyan. RGBA is (0, 1, 1, 1). + + + + + Green component of the color. + + + + + A version of the color that has had the gamma curve applied. + + + + + Gray. RGBA is (0.5, 0.5, 0.5, 1). + + + + + The grayscale value of the color. (Read Only) + + + + + Solid green. RGBA is (0, 1, 0, 1). + + + + + English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1). + + + + + A linear value of an sRGB color. + + + + + Magenta. RGBA is (1, 0, 1, 1). + + + + + Returns the maximum color component value: Max(r,g,b). + + + + + Red component of the color. + + + + + Solid red. RGBA is (1, 0, 0, 1). + + + + + Solid white. RGBA is (1, 1, 1, 1). + + + + + Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at! + + + + + Constructs a new Color with given r,g,b,a components. + + Red component. + Green component. + Blue component. + Alpha component. + + + + Constructs a new Color with given r,g,b components and sets a to 1. + + Red component. + Green component. + Blue component. + + + + Creates an RGB colour from HSV input. + + Hue [0..1]. + Saturation [0..1]. + Brightness value [0..1]. + Output HDR colours. If true, the returned colour will not be clamped to [0..1]. + + An opaque colour with HSV matching the input. + + + + + Creates an RGB colour from HSV input. + + Hue [0..1]. + Saturation [0..1]. + Brightness value [0..1]. + Output HDR colours. If true, the returned colour will not be clamped to [0..1]. + + An opaque colour with HSV matching the input. + + + + + Colors can be implicitly converted to and from Vector4. + + + + + + Colors can be implicitly converted to and from Vector4. + + + + + + Linearly interpolates between colors a and b by t. + + Color a. + Color b. + Float for combining a and b. + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Divides color a by the float b. Each color component is scaled separately. + + + + + + + Subtracts color b from color a. Each component is subtracted separately. + + + + + + + Multiplies two colors together. Each component is multiplied separately. + + + + + + + Multiplies color a by the float b. Each color component is scaled separately. + + + + + + + Multiplies color a by the float b. Each color component is scaled separately. + + + + + + + Adds two colors together. Each component is added separately. + + + + + + + Calculates the hue, saturation and value of an RGB input color. + + An input color. + Output variable for hue. + Output variable for saturation. + Output variable for value. + + + + Access the r, g, b,a components using [0], [1], [2], [3] respectively. + + + + + Returns a formatted string of this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string of this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string of this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of RGBA colors in 32 bit format. + + + + + Alpha component of the color. + + + + + Blue component of the color. + + + + + Green component of the color. + + + + + Red component of the color. + + + + + Constructs a new Color32 with given r, g, b, a components. + + + + + + + + + Color32 can be implicitly converted to and from Color. + + + + + + Color32 can be implicitly converted to and from Color. + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Access the red (r), green (g), blue (b), and alpha (a) color components using [0], [1], [2], [3] respectively. + + + + + Returns a formatted string for this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Represents a color gamut. + + + + + sRGB color gamut. + + + + + Display-P3 color gamut. + + + + + DolbyHDR high dynamic range color gamut. + + + + + HDR10 high dynamic range color gamut. + + + + + Rec. 2020 color gamut. + + + + + Rec. 709 color gamut. + + + + + Color space for player settings. + + + + + Gamma color space. + + + + + Linear color space. + + + + + Uninitialized color space. + + + + + Attribute used to configure the usage of the ColorField and Color Picker for a color. + + + + + If set to true the Color is treated as a HDR color. + + + + + Maximum allowed HDR color component value when using the HDR Color Picker. + + + + + Maximum exposure value allowed in the HDR Color Picker. + + + + + Minimum allowed HDR color component value when using the Color Picker. + + + + + Minimum exposure value allowed in the HDR Color Picker. + + + + + If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker. + + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + A collection of common color functions. + + + + + Returns the color as a hexadecimal string in the format "RRGGBB". + + The color to be converted. + + Hexadecimal string representing the color. + + + + + Returns the color as a hexadecimal string in the format "RRGGBBAA". + + The color to be converted. + + Hexadecimal string representing the color. + + + + + Attempts to convert a html color string. + + Case insensitive html string to be converted into a color. + The converted color. + + True if the string was successfully converted else false. + + + + + Struct used to describe meshes to be combined using Mesh.CombineMeshes. + + + + + The baked lightmap UV scale and offset applied to the Mesh. + + + + + Mesh to combine. + + + + + The real-time lightmap UV scale and offset applied to the Mesh. + + + + + Sub-Mesh index of the Mesh. + + + + + Matrix to transform the Mesh with before combining. + + + + + Base class for everything attached to a GameObject. + + + + + The Animation attached to this GameObject. (Null if there is none attached). + + + + + The AudioSource attached to this GameObject. (Null if there is none attached). + + + + + The Camera attached to this GameObject. (Null if there is none attached). + + + + + The Collider attached to this GameObject. (Null if there is none attached). + + + + + The Collider2D component attached to the object. + + + + + The ConstantForce attached to this GameObject. (Null if there is none attached). + + + + + The game object this component is attached to. A component is always attached to a game object. + + + + + The HingeJoint attached to this GameObject. (Null if there is none attached). + + + + + The Light attached to this GameObject. (Null if there is none attached). + + + + + The NetworkView attached to this GameObject (Read Only). (null if there is none attached). + + + + + The ParticleSystem attached to this GameObject. (Null if there is none attached). + + + + + The Renderer attached to this GameObject. (Null if there is none attached). + + + + + The Rigidbody attached to this GameObject. (Null if there is none attached). + + + + + The Rigidbody2D that is attached to the Component's GameObject. + + + + + The tag of this game object. + + + + + The Transform attached to this GameObject. + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Checks the GameObject's tag against the defined tag. + + The tag to compare. + + Returns true if GameObject has same tag. Returns false otherwise. + + + + + Returns the component of type if the GameObject has one attached. + + The type of Component to retrieve. + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + + A Component of the matching type, otherwise null if no Component is found. + + + + + To improve the performance of your code, consider using GetComponent with a type instead of a string. + + The name of the type of Component to get. + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns all components of Type type in the GameObject. + + The type of Component to retrieve. + + + + Generic version of this method. + + + + + Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set. includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. Default is false. + + + + Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set. includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. Default is false. + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. + + A list of all found components matching the specified type. + + + + + Generic version of this method. + + + A list of all found components matching the specified type. + + + + + Returns all components of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should inactive Components be included in the found set? + + + + Generic version of this method. + + Should inactive Components be included in the found set? + + + + Generic version of this method. + + Should inactive Components be included in the found set? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Gets the component of the specified type, if it exists. + + The type of the component to retrieve. + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + Gets the component of the specified type, if it exists. + + The type of the component to retrieve. + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + GPU data buffer, mostly for use with compute shaders. + + + + + Number of elements in the buffer (Read Only). + + + + + The debug label for the compute buffer (setter only). + + + + + Size of one element in the buffer (Read Only). + + + + + Begins a write operation to the buffer + + Offset in number of elements to which the write operation will occur + Maximum number of elements which will be written + + A NativeArray of size count + + + + + Copy counter value of append/consume buffer into another buffer. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + Usage mode of the buffer, default is ComputeBufferModeImmutable. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + Usage mode of the buffer, default is ComputeBufferModeImmutable. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + Usage mode of the buffer, default is ComputeBufferModeImmutable. + + + + Ends a write operation to the buffer + + Number of elements written to the buffer. Counted from the first element. + + + + Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types. + + An array to receive the data. + + + + Partial read of data values from the buffer into an array. + + An array to receive the data. + The first element index in data where retrieved elements are copied. + The first element index of the compute buffer from which elements are read. + The number of elements to retrieve. + + + + Retrieve a native (underlying graphics API) pointer to the buffer. + + + Pointer to the underlying graphics API buffer. + + + + + Returns true if this compute buffer is valid and false otherwise. + + + + + Release a Compute Buffer. + + + + + Sets counter value of append/consume buffer. + + Value of the append/consume counter. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + + + + + Intended usage of the buffer. + + + + + Legacy mode, do not use. + + + + + Dynamic buffer. + + + + + Static buffer, only initial upload allowed by the CPU + + + + + Stream Out / Transform Feedback output buffer. Internal use only. + + + + + Dynamic, unsynchronized access to the buffer. + + + + + ComputeBuffer type. + + + + + Append-consume ComputeBuffer type. + + + + + ComputeBuffer that you can use as a constant buffer (uniform buffer). + + + + + ComputeBuffer with a counter. + + + + + Default ComputeBuffer type (structured buffer). + + + + + ComputeBuffer used for Graphics.DrawProceduralIndirect, ComputeShader.DispatchIndirect or Graphics.DrawMeshInstancedIndirect arguments. + + + + + Raw ComputeBuffer type (byte address buffer). + + + + + ComputeBuffer that you can use as a structured buffer. + + + + + Compute Shader asset. + + + + + An array containing the local shader keywords that are currently enabled for this compute shader. + + + + + The local keyword space of this compute shader. + + + + + An array containing names of the local shader keywords that are currently enabled for this compute shader. + + + + + Disables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Disables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Buffer with dispatch arguments. + The byte offset into the buffer, where the draw arguments start. + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Buffer with dispatch arguments. + The byte offset into the buffer, where the draw arguments start. + + + + Enables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Enables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Find ComputeShader kernel index. + + Name of kernel function. + + The Kernel index, or logs a "FindKernel failed" error message if the kernel is not found. + + + + + Get kernel thread group sizes. + + Which kernel to query. A single compute shader asset can have multiple kernel entry points. + Thread group size in the X dimension. + Thread group size in the Y dimension. + Thread group size in the Z dimension. + + + + Checks whether a shader contains a given kernel. + + The name of the kernel to look for. + + True if the kernel is found, false otherwise. + + + + + Checks whether a local shader keyword is enabled for this compute shader. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if the given Rendering.LocalKeyword is enabled for this compute shader. Otherwise, returns false. + + + + + Checks whether a local shader keyword is enabled for this compute shader. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if the given Rendering.LocalKeyword is enabled for this compute shader. Otherwise, returns false. + + + + + Allows you to check whether the current end user device supports the features required to run the specified compute shader kernel. + + Which kernel to query. + + True if the specified compute kernel is able to run on the current end user device, false otherwise. + + + + + Set a bool parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a bool parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Set a float parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a float parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set multiple consecutive float parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set multiple consecutive float parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set an integer parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set an integer parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set multiple consecutive integer parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set multiple consecutive integer parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Sets the state of a local shader keyword for this compute shader. + + The Rendering.LocalKeyword keyword to enable or disable. + The desired keyword state. + + + + Set a Matrix parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter from a global texture property. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Global texture property to assign to shader. + Property name ID, use Shader.PropertyToID to get it. + + + + Set a texture parameter from a global texture property. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Global texture property to assign to shader. + Property name ID, use Shader.PropertyToID to get it. + + + + Set a vector parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + The various test results the connection tester may return with. + + + + + The ContextMenu attribute allows you to add commands to the context menu. + + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Use this attribute to add a context menu to a field that calls a named method. + + + + + The name of the function that should be called. + + + + + The name of the context menu item. + + + + + Use this attribute to add a context menu to a field that calls a named method. + + The name of the context menu item. + The name of the function that should be called. + + + + MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines, and do not hold any exposed properties or functions. + + + + + Holds data for a single application crash event and provides access to all gathered crash reports. + + + + + Returns last crash report, or null if no reports are available. + + + + + Returns all currently available reports in a new array. + + + + + Crash report data as formatted text. + + + + + Time, when the crash occured. + + + + + Remove report from available reports list. + + + + + Remove all reports from available reports list. + + + + + Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files. + + + + + The default file name used by newly created instances of this type. + + + + + The display name for this type shown in the Assets/Create menu. + + + + + The position of the menu item within the Assets/Create menu. + + + + + Class for handling cube maps, Use this to create or modify existing. + + + + + The mipmap level that the streaming system would load before memory budgets are applied. + + + + + The format of the pixel data in the texture (Read Only). + + + + + The mipmap level that is currently loaded by the streaming system. + + + + + The mipmap level that the mipmap streaming system is in the process of loading. + + + + + The mipmap level to load. + + + + + Determines whether mipmap streaming is enabled for this Texture. + + + + + Sets the relative priority for this Texture when reducing memory size to fit within the memory budget. + + + + + Actually apply all previous SetPixel and SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Resets the requestedMipmapLevel field. + + + + + Creates a Unity cubemap out of externally created native cubemap object. + + The width and height of each face of the cubemap should be the same. + Format of underlying cubemap object. + Does the cubemap have mipmaps? + Native cubemap texture object. + + + + + Create a new empty cubemap texture. + + Width/height of a cube face in pixels. + Pixel data format to be used for the Cubemap. + Should mipmaps be created? + + + + + + + Returns pixel color at coordinates (face, mip, x, y). + + The Cubemap face to reference. + Mip level to sample, must be in the range [0, mipCount[. + The X-axis pixel coordinate. + The Y-axis pixel coordinate. + + The pixel requested. + + + + + Returns pixel color at coordinates (face, mip, x, y). + + The Cubemap face to reference. + Mip level to sample, must be in the range [0, mipCount[. + The X-axis pixel coordinate. + The Y-axis pixel coordinate. + + The pixel requested. + + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + The Cubemap face to reference. + + The view into the texture system memory data buffer. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Checks to see whether the mipmap level set by requestedMipmapLevel has finished loading. + + + True if the mipmap level requested by requestedMipmapLevel has finished loading. + + + + + Sets pixel color at coordinates (face, x, y). + + Face of the Cubemap to set. + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to set, must be in the range [0, mipCount[. + + + + Sets pixel color at coordinates (face, x, y). + + Face of the Cubemap to set. + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to set, must be in the range [0, mipCount[. + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Cubemap face to fill. + Index in the source array to start copying from (default 0). + Data array to initialize texture pixels with. + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Cubemap face to fill. + Index in the source array to start copying from (default 0). + Data array to initialize texture pixels with. + + + + Sets pixel colors of a cubemap face. + + Pixel data for the Cubemap face. + The face to which the new data should be applied. + The mipmap level for the face. + + + + Sets pixel colors of a cubemap face. + + Pixel data for the Cubemap face. + The face to which the new data should be applied. + The mipmap level for the face. + + + + Performs smoothing of near edge regions. + + Pixel distance at edges over which to apply smoothing. + + + + Updates Unity cubemap to use different native cubemap texture object. + + Native cubemap texture object. + + + + Class for handling Cubemap arrays. + + + + + Number of cubemaps in the array (Read Only). + + + + + Texture format (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Create a new cubemap array. + + Number of elements in the cubemap array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Width of each cubemap face. + Format of the cubemaps. + Should mipmaps be generated ? + Amount of mipmaps to generate. + + + + Create a new cubemap array. + + Number of elements in the cubemap array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Width of each cubemap face. + Format of the cubemaps. + Should mipmaps be generated ? + Amount of mipmaps to generate. + + + + Create a new cubemap array. + + Number of elements in the cubemap array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Width of each cubemap face. + Format of the cubemaps. + Should mipmaps be generated ? + Amount of mipmaps to generate. + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + The Cubemap face to reference. + The array slice to reference. + + The view into the texture system memory data buffer. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face of a given slice. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face of a given slice. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data for a given face of a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by lower-precision Color32 structs. + + + + + Retrieves a copy of the pixel color data for a given face of a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by lower-precision Color32 structs. + + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + Cubemap face to fill. + Data array to initialize texture pixels with. + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + Cubemap face to fill. + Data array to initialize texture pixels with. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors in low precision (8 bits/channel) format. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors in low precision (8 bits/channel) format. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Cubemap face. + + + + + Left facing side (-x). + + + + + Downward facing side (-y). + + + + + Backward facing side (-z). + + + + + Right facing side (+x). + + + + + Upwards facing side (+y). + + + + + Forward facing side (+z). + + + + + Cubemap face is unknown or unspecified. + + + + + Describes a set of bounding spheres that should have their visibility and distances maintained. + + + + + Pauses culling group execution. + + + + + Sets the callback that will be called when a sphere's visibility and/or distance state has changed. + + + + + Locks the CullingGroup to a specific camera. + + + + + Create a CullingGroup. + + + + + Clean up all memory used by the CullingGroup immediately. + + + + + Erase a given bounding sphere by moving the final sphere on top of it. + + The index of the entry to erase. + + + + Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one. + + The index of the entry to erase. + An array of entries. + The number of entries in the array that are actually used. + + + + Get the current distance band index of a given sphere. + + The index of the sphere. + + The sphere's current distance band index. + + + + + Returns true if the bounding sphere at index is currently visible from any of the contributing cameras. + + The index of the bounding sphere. + + True if the sphere is visible; false if it is invisible. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated. + + An array of bounding distances. The distances should be sorted in increasing order. + + + + Sets the number of bounding spheres in the bounding spheres array that are actually being used. + + The number of bounding spheres being used. + + + + Sets the array of bounding sphere definitions that the CullingGroup should compute culling for. + + The BoundingSpheres to cull. + + + + Set the reference point from which distance bands are measured. + + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. + + + + Set the reference point from which distance bands are measured. + + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. + + + + This delegate is used for recieving a callback when a sphere's distance or visibility state has changed. + + A CullingGroupEvent that provides information about the sphere that has changed. + + + + Provides information about the current and previous states of one sphere in a CullingGroup. + + + + + The current distance band index of the sphere, after the most recent culling pass. + + + + + Did this sphere change from being visible to being invisible in the most recent culling pass? + + + + + Did this sphere change from being invisible to being visible in the most recent culling pass? + + + + + The index of the sphere that has changed. + + + + + Was the sphere considered visible by the most recent culling pass? + + + + + The distance band index of the sphere before the most recent culling pass. + + + + + Was the sphere visible before the most recent culling pass? + + + + + Cursor API for setting the cursor (mouse pointer). + + + + + Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all. + + + + + Determines whether the hardware pointer is visible or not. + + + + + Sets the mouse cursor to the given texture. + + + + + Specify a custom cursor that you wish to use as a cursor. + + The texture to use for the cursor. To use a texture, you must first import it with `Read/Write`enabled. Alternatively, you can use the default cursor import setting. If you created your cursor texture from code, it must be in RGBA32 format, have alphaIsTransparency enabled, and have no mip chain. To use the default cursor, set the texture to `Null`. + The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor). + Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor. + + + + How the cursor should behave. + + + + + Confine cursor to the game window. + + + + + Lock cursor to the center of the game window. + + + + + Cursor behavior is unmodified. + + + + + Determines whether the mouse cursor is rendered using software rendering or, on supported platforms, hardware rendering. + + + + + Use hardware cursors on supported platforms. + + + + + Force the use of software cursors. + + + + + Custom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader. + + + + + The bit field that you can use to enable or disable update on each of the cubemap faces. The bit order from least to most significant bit is as follows: +X, -X, +Y, -Y, +Z, -Z. + + + + + When this parameter is set to true, Unity double-buffers the Custom Render Texture so that you can access it during its own update. + + + + + The color that Unity uses to initialize a Custom Render Texture. Unity ignores this parameter if an initializationMaterial is set. + + + + + The Material that Unity uses to initialize a Custom Render Texture. Initialization texture and color are ignored if you have set this parameter. + + + + + Determine how Unity initializes a texture. + + + + + Determine if Unity initializes the Custom Render Texture with a Texture and a Color or a Material. + + + + + The Texture that Unity uses to initialize a Custom Render Texture, multiplied by the initialization color. Unity ignores this parameter if an initializationMaterial is set. + + + + + The Material that Unity uses to initialize the content of a Custom Render Texture. + + + + + The Shader Pass Unity uses to update the Custom Render Texture. + + + + + Determine how Unity updates the Custom Render Texture. + + + + + The period in seconds that Unity updates real-time Custom Render Textures. A value of 0.0 means Unity updates real-time Custom Render Textures every frame. + + + + + The space in which Unity expresses update zones. You can set this to Normalized or Pixel space. + + + + + When this parameter is set to true, Unity wraps Update zones around the border of the Custom Render Texture. Otherwise, Unity clamps Update zones at the border of the Custom Render Texture. + + + + + Clear all Update Zones. + + + + + Create a new Custom Render Texture. + + + + + + + + + Create a new Custom Render Texture. + + + + + + + + + Create a new Custom Render Texture. + + + + + + + + + Updates the internal Render Texture that a Custom Render Texture uses for double buffering, so that it matches the size and format of the Custom Render Texture. + + + + + Gets the Render Texture that this Custom Render Texture uses for double buffering. + + + If CustomRenderTexture. doubleBuffered is true, this returns the Render Texture that this Custom Render Texture uses for double buffering. If CustomRenderTexture. doubleBuffered is false, this returns null. + + + + + Returns the list of Update Zones. + + Output list of Update Zones. + + + + Initializes the Custom Render Texture at the start of the next frame. Unity calls Initialise() before CustomRenderTexture.Update. + + + + + Setup the list of Update Zones for the Custom Render Texture. + + + + + + Triggers an update of the Custom Render Texture. + + Number of upate pass to perform. The default value of this count parameter is 1. + + + + Specify the source of a Custom Render Texture initialization. + + + + + Custom Render Texture is initalized with a Material. + + + + + Custom Render Texture is initialized by a Texture multiplied by a Color. + + + + + Custom Render Texture Manager. + + + + + Unity raises this event when CustomRenderTexture.Initialize is called. + + + + + + Unity raises this event when it loads a CustomRenderTexture. + + + + + + Unity raises this event when it unloads a CustomRenderTexture. + + + + + + Unity raises this event when CustomRenderTexture.Update is called. + + + + + + Populate the list in parameter with all currently loaded custom render textures. + + + + + + Frequency of update or initialization of a Custom Render Texture. + + + + + Initialization/Update will only occur when triggered by the script. + + + + + Initialization/Update will occur once at load time and then can be triggered again by script. + + + + + Initialization/Update will occur at every frame. + + + + + Structure describing an Update Zone. + + + + + If true, and if the texture is double buffered, a request is made to swap the buffers before the next update. Otherwise, the buffers will not be swapped. + + + + + Shader Pass used to update the Custom Render Texture for this Update Zone. + + + + + Rotation of the Update Zone. + + + + + Position of the center of the Update Zone within the Custom Render Texture. + + + + + Size of the Update Zone. + + + + + Space in which coordinates are provided for Update Zones. + + + + + Coordinates are normalized. (0, 0) is top left and (1, 1) is bottom right. + + + + + Coordinates are expressed in pixels. (0, 0) is top left (width, height) is bottom right. + + + + + Base class for custom yield instructions to suspend coroutines. + + + + + Indicates if coroutine should be kept suspended. + + + + + The type for the number of bits to be used when an HDR display is active in each color channel of swap chain buffers. The bit count also defines the method Unity uses to render content to the display. + + + + + Unity will use R10G10B10A2 buffer format and Rec2020 primaries with ST2084 PQ encoding. + + + + + Unity will use R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding). + + + + + Class containing methods to ease debugging while developing a game. + + + + + Reports whether the development console is visible. The development console cannot be made to appear using: + + + + + In the Build Settings dialog there is a check box called "Development Build". + + + + + Get default debug logger. + + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs a formatted error message to the Unity console on failure. + + Condition you expect to be true. + A composite format string. + Format arguments. + Object to which the message applies. + + + + Assert a condition and logs a formatted error message to the Unity console on failure. + + Condition you expect to be true. + A composite format string. + Format arguments. + Object to which the message applies. + + + + Pauses the editor. + + + + + Clears errors from the developer console. + + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Populate an unmanaged buffer with the current managed call stack as a sequence of UTF-8 bytes, without allocating GC memory. Returns the number of bytes written into the buffer. + + Target buffer to receive the callstack text + Max number of bytes to write + Project folder path, to clean up path names + + + + Logs a message to the Unity Console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a message to the Unity Console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an assertion message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an assertion message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted assertion message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted assertion message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted error message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted error message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + Object to which the message applies. + Runtime Exception. + + + + A variant of Debug.Log that logs an error message to the console. + + Object to which the message applies. + Runtime Exception. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + Type of message e.g. warn or error etc. + Option flags to treat the log message special. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + Type of message e.g. warn or error etc. + Option flags to treat the log message special. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + Type of message e.g. warn or error etc. + Option flags to treat the log message special. + + + + A variant of Debug.Log that logs a warning message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs a warning message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted warning message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted warning message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Attribute used to make a float, int, or string variable in a script be delayed. + + + + + Attribute used to make a float, int, or string variable in a script be delayed. + + + + + Depth texture generation mode for Camera. + + + + + Generate a depth texture. + + + + + Generate a depth + normals texture. + + + + + Specifies whether motion vectors should be rendered (if possible). + + + + + Do not generate depth texture (Default). + + + + + Access to platform-specific application runtime data. + + + + + This has the same functionality as Application.absoluteURL. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.backgroundLoadingPriority. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.buildGUID. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.cloudProjectId. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.companyName. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.consoleLogPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.dataPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.deepLinkActivated. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.focusChanged. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.genuine. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.genuineCheckAvailable. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.identifier. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.installerName. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.installMode. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.internetReachability and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isBatchMode. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.isConsolePlatform and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isEditor and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isFocused. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.isMobilePlatform and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isPlaying. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.logMessageReceived. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.logMessageReceivedThreaded. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.lowMemory and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as Application.onBeforeRender. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.persistentDataPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.platform and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.productName. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.quitting. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.runInBackground. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.sandboxType. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.streamingAssetsPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.systemLanguage and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.targetFrameRate. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.temporaryCachePath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.unityVersion. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.unloading. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.version. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.wantsToQuit. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.CanStreamedLevelBeLoaded. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + + This has the same functionality as Application.CanStreamedLevelBeLoaded. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + + This has the same functionality as Application.GetBuildTags. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + This has the same functionality as Application.GetStackTraceLogType. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.HasProLicense. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + This has the same functionality as Application.HasUserAuthorization. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.IsPlaying. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.OpenURL. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.Quit. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.Quit. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.RequestAdvertisingIdentifierAsync. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.RequestUserAuthorization. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.SetBuildTags. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.SetStackTraceLogType. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + + This has the same functionality as Application.Unload. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + Access platform-specific display information. + + + + + This has the same functionality as Screen.autorotateToLandscapeLeft and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.autorotateToLandscapeRight and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.autorotateToPortrait and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.autorotateToPortraitUpsideDown and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.brightness. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Screen.currentResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.cutouts and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.dpi and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.fullScreen and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.fullScreenMode and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.height and also mimics platform-specific behavior in the Unity Editor. + + + + + The Device Simulator doesn't simulate this property. + + + + + The Device Simulator doesn't simulate this property. + + + + + This has the same functionality as Screen.orientation and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.resolutions and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.safeArea and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.sleepTimeout. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Screen.width and also mimics platform-specific behavior in the Unity Editor. + + + + + The Device Simulator doesn't simulate this property. + + + + + + The Device Simulator doesn't simulate this method. + + The target display where the window should move to. + The position the window moves to. Relative to the top left corner of the specified display in pixels. + + Returns AsyncOperation that represents moving the window. + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + Access platform-specific system and hardware information. + + + + + This has the same functionality as SystemInfo.batteryLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.batteryStatus and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.computeSubGroupSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.constantBufferOffsetAlignment and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.copyTextureSupport and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceModel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceName and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceType and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceUniqueIdentifier and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceID and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceName and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceType and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceVendor and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceVendorID and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceVersion and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsMemorySize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsMultiThreaded and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsShaderLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsUVStartsAtTop and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hasDynamicUniformArrayIndexingInFragmentShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hasHiddenSurfaceRemovalOnGPU and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hasMipMaxLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hdrDisplaySupportFlags and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxAnisotropyLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsCompute and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsDomain and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsFragment and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsGeometry and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsHull and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsVertex and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSizeX and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSizeY and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSizeZ and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxCubemapSize and also mimics platform-specific behavior in the Unity Editor. + + + + + The maximum size of a graphics buffer (GraphicsBuffer, ComputeBuffer, vertex/index buffer, etc.) in bytes (Read Only). + + + + + This has the same functionality as SystemInfo.maxTexture3DSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxTextureArraySlices and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxTextureSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.npotSupport and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.operatingSystem and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.operatingSystemFamily and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.processorCount and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.processorFrequency and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.processorType and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.renderingThreadingMode and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportedRandomWriteTargetCount and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportedRenderTargetCount and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports2DArrayTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports32bitsIndexBuffer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports3DRenderTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports3DTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAccelerometer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAnisotropicFilter and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAsyncCompute and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAsyncGPUReadback and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAudio and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsCompressed3DTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsComputeShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsConservativeRaster and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsCubemapArrayTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGeometryShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGpuRecorder and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGraphicsFence and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGyroscope and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsHardwareQuadTopology and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsInstancing and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsLocationService and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMipStreaming and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMotionVectors and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultisampleAutoResolve and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultisampled2DArrayTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultisampledTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This property has the same functionality as SystemInfo.supportsMultisampleResolveDepth and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultiview and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsRawShadowDepthSampling and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsRayTracing and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsRenderTargetArrayIndexFromVertexShader and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsSeparatedRenderTargetsBlend and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsSetConstantBuffer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsShadows and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsSparseTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This property has the same functionality as SystemInfo.supportsStoreAndResolveAction and also shows platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsTessellationShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsTextureWrapMirrorOnce and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsVibration and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.systemMemorySize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.unsupportedIdentifier. + + + + + This has the same functionality as SystemInfo.usesLoadStoreActions and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.usesReversedZBuffer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.GetCompatibleFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + + This has the same functionality as SystemInfo.GetGraphicsFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.GetRenderTextureSupportedMSAASampleCount and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.IsFormatSupported and also mimics platform-specific behavior in the Unity Editor. + + + + + + + This has the same functionality as SystemInfo.SupportsBlendingOnRenderTextureFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.SupportsRandomWriteOnRenderTextureFormat. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as SystemInfo.SupportsRenderTextureFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.SupportsTextureFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.SupportsVertexAttributeFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + + Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. + + + + + A stationary gaming console. + + + + + Desktop or laptop computer. + + + + + A handheld device like mobile phone or a tablet. + + + + + Device type is unknown. You should never see this in practice. + + + + + Specifies the category of crash to cause when calling ForceCrash(). + + + + + Cause a crash by calling the abort() function. + + + + + Cause a crash by performing an invalid memory access. + +The invalid memory access is performed on each platform as follows: + + + + + Cause a crash using Unity's native fatal error implementation. + + + + + Cause a crash by calling the abort() function within the Mono dynamic library. + + + + + Cause a crash by calling a pure virtual function to raise an exception. + + + + + A utility class that you can use for diagnostic purposes. + + + + + Manually causes an application crash in the specified category. + + + + + + Manually causes an assert that outputs the specified message to the log and registers an error. + + + + + + Manually causes a native error that outputs the specified message to the log and registers an error. + + + + + + Manually causes a warning that outputs the specified message to the log and registers an error. + + + + + + Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. + + + + + Provides access to a display / screen for rendering operations. + + + + + Gets the state of the display and returns true if the display is active and false if otherwise. + + + + + Get the Editors active GameView display target. + + + + + Color RenderBuffer. + + + + + Depth RenderBuffer. + + + + + The list of currently connected displays. + + + + + Main Display. + + + + + Vertical resolution that the display is rendering at. + + + + + Horizontal resolution that the display is rendering at. + + + + + True when the back buffer requires an intermediate texture to render. + + + + + True when doing a blit to the back buffer requires manual color space conversion. + + + + + Vertical native display resolution. + + + + + Horizontal native display resolution. + + + + + Activate an external display. Eg. Secondary Monitors connected to the System. + + + + + This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate. + + Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width). + Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height). + Desired Refresh Rate. + + + + Query relative mouse coordinates. + + Mouse Input Position as Coordinates. + + + + Set rendering size and position on screen (Windows only). + + Change Window Width (Windows Only). + Change Window Height (Windows Only). + Change Window Position X (Windows Only). + Change Window Position Y (Windows Only). + + + + Sets rendering resolution for the display. + + Rendering width in pixels. + Rendering height in pixels. + + + + Represents a connected display. + + + + + The display height in pixels. + + + + + Human-friendly display name. + + + + + The current refresh rate of the display. + + + + + The display width in pixels. + + + + + Specifies the work area rectangle of the display relative to the top left corner. For example, it excludes the area covered by the macOS Dock or the Windows Taskbar. + + + + + A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. + + + + + Add a RectTransform to be driven. + + The object to drive properties. + The RectTransform to be driven. + The properties to be driven. + + + + Clear the list of RectTransforms being driven. + + + + + Resume recording undo of driven RectTransforms. + + + + + Stop recording undo actions from driven RectTransforms. + + + + + An enumeration of transform properties that can be driven on a RectTransform by an object. + + + + + Selects all driven properties. + + + + + Selects driven property RectTransform.anchoredPosition. + + + + + Selects driven property RectTransform.anchoredPosition3D. + + + + + Selects driven property RectTransform.anchoredPosition.x. + + + + + Selects driven property RectTransform.anchoredPosition.y. + + + + + Selects driven property RectTransform.anchoredPosition3D.z. + + + + + Selects driven property combining AnchorMaxX and AnchorMaxY. + + + + + Selects driven property RectTransform.anchorMax.x. + + + + + Selects driven property RectTransform.anchorMax.y. + + + + + Selects driven property combining AnchorMinX and AnchorMinY. + + + + + Selects driven property RectTransform.anchorMin.x. + + + + + Selects driven property RectTransform.anchorMin.y. + + + + + Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY. + + + + + Deselects all driven properties. + + + + + Selects driven property combining PivotX and PivotY. + + + + + Selects driven property RectTransform.pivot.x. + + + + + Selects driven property RectTransform.pivot.y. + + + + + Selects driven property Transform.localRotation. + + + + + Selects driven property combining ScaleX, ScaleY && ScaleZ. + + + + + Selects driven property Transform.localScale.x. + + + + + Selects driven property Transform.localScale.y. + + + + + Selects driven property Transform.localScale.z. + + + + + Selects driven property combining SizeDeltaX and SizeDeltaY. + + + + + Selects driven property RectTransform.sizeDelta.x. + + + + + Selects driven property RectTransform.sizeDelta.y. + + + + + Allows to control the dynamic Global Illumination. + + + + + Allows for scaling the contribution coming from real-time & baked lightmaps. + +Note: this value can be set in the Lighting Window UI and it is serialized, that is not the case for other properties in this class. + + + + + Is precomputed Enlighten Realtime Global Illumination output converged? + + + + + The number of milliseconds that can be spent on material updates. + + + + + When enabled, new dynamic Global Illumination output is shown in each frame. + + + + + Determines the percentage change in lighting intensity that triggers Unity to recalculate the real-time lightmap. + + + + + Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system. + + The Renderer that should get a new color. + The emissive Color. + + + + Allows overriding the distant environment lighting for Enlighten Realtime Global Illumination, without changing the Skybox Material. + + Array of float values to be used for Enlighten Realtime Global Illumination environment lighting. + + + + Schedules an update of the environment cubemap. + + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + The mode that a listener is operating in. + + + + + The listener will bind to one argument bool functions. + + + + + The listener will use the function binding specified by the event. + + + + + The listener will bind to one argument float functions. + + + + + The listener will bind to one argument int functions. + + + + + The listener will bind to one argument Object functions. + + + + + The listener will bind to one argument string functions. + + + + + The listener will bind to zero argument functions. + + + + + Zero argument delegate used by UnityEvents. + + + + + One argument delegate used by UnityEvents. + + + + + + Two argument delegate used by UnityEvents. + + + + + + + Three argument delegate used by UnityEvents. + + + + + + + + Four argument delegate used by UnityEvents. + + + + + + + + + A zero argument persistent callback that can be saved with the Scene. + + + + + Add a non persistent listener to the UnityEvent. + + Callback function. + + + + Constructor. + + + + + Invoke all registered callbacks (runtime and persistent). + + + + + Remove a non persistent listener from the UnityEvent. If you have added the same listener multiple times, this method will remove all occurrences of it. + + Callback function. + + + + One argument version of UnityEvent. + + + + + Two argument version of UnityEvent. + + + + + Three argument version of UnityEvent. + + + + + Four argument version of UnityEvent. + + + + + Abstract base class for UnityEvents. + + + + + Get the number of registered persistent listeners. + + + + + Returns the execution state of a persistent listener. + + Index of the listener to query. + + Execution state of the persistent listener. + + + + + Get the target method name of the listener at index index. + + Index of the listener to query. + + + + Get the target component of the listener at index index. + + Index of the listener to query. + + + + Given an object, function name, and a list of argument types; find the method that matches. + + Object to search for the method. + Function name to search for. + Argument types for the function. + + + + Given an object type, function name, and a list of argument types; find the method that matches. + + Object type to search for the method. + Function name to search for. + Argument types for the function. + + + + Remove all non-persisent (ie created from script) listeners from the event. + + + + + Modify the execution state of a persistent listener. + + Index of the listener to query. + State to set. + + + + Controls the scope of UnityEvent callbacks. + + + + + Callback is always issued. + + + + + Callback is not issued. + + + + + Callback is only issued in the Runtime and Editor playmode. + + + + + Add this attribute to a class to prevent the class and its inherited classes from being created with ObjectFactory methods. + + + + + Default constructor. + + + + + Add this attribute to a class to prevent creating a Preset from the instances of the class. + + + + + Makes instances of a script always execute, both as part of Play Mode and when editing. + + + + + Makes all instances of a script execute in Edit Mode. + + + + + Sets the method to use to compute the angular attenuation of spot lights. + + + + + No falloff inside inner angle then compute falloff using analytic formula. + + + + + Uses a lookup table to calculate falloff and does not support the inner angle. + + + + + A helper structure used to initialize a LightDataGI structure with cookie information. + + + + + The cookie texture's instance id projected by the light. + + + + + The uniform scale factor for downscaling cookies during lightmapping. Can be used as an optimization when full resolution cookies are not needed for indirect lighting. + + + + + The scale factors controlling how the directional light's cookie is projected into the scene. This parameter should be set to 1 for all other light types. + + + + + Returns a default initialized cookie helper struct. + + + + + A helper structure used to initialize a LightDataGI structure as a directional light. + + + + + The direct light color. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. Only relevant for cookie placement. + + + + + The penumbra width for soft shadows in radians. + + + + + The light's position. Only relevant for cookie placement. + + + + + True if the light casts shadows, otherwise False. + + + + + A helper structure used to initialize a LightDataGI structure as a disc light. + + + + + The direct light color. + + + + + The falloff model to use for baking the disc light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The radius of the disc light. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + Available falloff models for baking. + + + + + Inverse squared distance falloff model. + + + + + Inverse squared distance falloff model (without smooth range attenuation). + + + + + Quadratic falloff model. + + + + + Linear falloff model. + + + + + Falloff model is undefined. + + + + + The interop structure to pass light information to the light baking backends. There are helper structures for Directional, Point, Spot and Rectangle lights to correctly initialize this structure. + + + + + The color of the light. + + + + + The cone angle for spot lights. + + + + + The cookie texture's instance id projected by the light. + + + + + The uniform scale factor for downscaling cookies during lightmapping. Can be used as an optimization when full resolution cookies are not needed for indirect lighting. + + + + + The falloff model to use for baking point and spot lights. + + + + + The indirect color of the light. + + + + + The inner cone angle for spot lights. + + + + + The light's instanceID. + + + + + The lightmap mode for the light. + + + + + The orientation of the light. + + + + + The position of the light. + + + + + The range of the light. Unused for directional lights. + + + + + Set to 1 for shadow casting lights, 0 otherwise. + + + + + The light's sphere radius for point and spot lights, or the width for rectangle lights. + + + + + The height for rectangle lights. + + + + + The type of the light. + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize a light so that the baking backends ignore it. + + + + + + Utility class for converting Unity Lights to light types recognized by the baking backends. + + + + + Extracts informations from Lights. + + The lights baketype. + + Returns the light's light mode. + + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extracts the indirect color from a light. + + + + + + Extracts the inner cone angle of spot lights. + + + + + + Interface to the light baking backends. + + + + + Get the currently set conversion delegate. + + + Returns the currently set conversion delegate. + + + + + Delegate called when converting lights into a form that the baking backends understand. + + The list of lights to be converted. + The output generated by the delegate function. Lights that should be skipped must be added to the output, initialized with InitNoBake on the LightDataGI structure. + + + + Resets the light conversion delegate to Unity's default conversion function. + + + + + Set a delegate that converts a list of lights to a list of LightDataGI structures that are passed to the baking backends. Must be reset by calling ResetDelegate again. + + + + + + The lightmode. A light can be real-time, mixed, baked or unknown. Unknown lights will be ignored by the baking backends. + + + + + The light is fully baked and has no real-time component. + + + + + The light is mixed. Mixed lights are interpreted based on the global light mode setting in the lighting window. + + + + + The light is real-time. No contribution will be baked in lightmaps or light probes. + + + + + The light should be ignored by the baking backends. + + + + + The light type. + + + + + An infinite directional light. + + + + + A light shaped like a disc emitting light into the hemisphere that it is facing. + + + + + A point light emitting light in all directions. + + + + + A light shaped like a rectangle emitting light into the hemisphere that it is facing. + + + + + A spot light emitting light in a direction with a cone shaped opening angle. + + + + + A box-shaped spot light. This type is only compatible with Scriptable Render Pipelines; it is not compatible with the built-in render pipeline. + + + + + A pyramid-shaped spot light. This type is only compatible with Scriptable Render Pipelines; it is not compatible with the built-in render pipeline. + + + + + Contains normalized linear color values for red, green, blue in the range of 0 to 1, and an additional intensity value. + + + + + The blue color value in the range of 0.0 to 1.0. + + + + + The green color value in the range of 0.0 to 1.0. + + + + + The intensity value used to scale the red, green and blue values. + + + + + The red color value in the range of 0.0 to 1.0. + + + + + Returns a black color. + + + Returns a black color. + + + + + Converts a Light's color value to a normalized linear color value, automatically handling gamma conversion if necessary. + + Light color. + Light intensity. + + Returns the normalized linear color value. + + + + + A helper structure used to initialize a LightDataGI structure as a point light. + + + + + The direct light color. + + + + + The falloff model to use for baking the point light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + The light's sphere radius, influencing soft shadows. + + + + + A helper structure used to initialize a LightDataGI structure as a rectangle light. + + + + + The direct light color. + + + + + The falloff model to use for baking the rectangular light. + + + + + The height of the rectangle light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + The width of the rectangle light. + + + + + Experimental render settings features. + + + + + If enabled, ambient trilight will be sampled using the old radiance sampling method. + + + + + A helper structure used to initialize a LightDataGI structure as a spot light. + + + + + The angular falloff model to use for baking the spot light. + + + + + The direct light color. + + + + + The outer angle for the spot light. + + + + + The falloff model to use for baking the spot light. + + + + + The indirect light color. + + + + + The inner angle for the spot light. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + The light's sphere radius, influencing soft shadows. + + + + + Use this Struct to help initialize a LightDataGI structure as a box-shaped spot light. + + + + + The direct light color. + + + + + The height of the box light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + Specifies whether the light casts shadows or not. This is true if the light does cast shadows and false otherwise. + + + + + The width of the box light. + + + + + Use this Struct to help initialize a LightDataGI structure as a pyramid-shaped spot light. + + + + + The opening angle of the shorter side of the pyramid light. + + + + + The aspect ratio for the pyramid shape. Values larger than 1 extend the width and values between 0 and 1 extend the height. + + + + + The direct light color. + + + + + The falloff model to use for baking the pyramid light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + Specifies whether the light casts shadows or not. This is true if the light does cast shadows and false otherwise. + + + + + An implementation of IPlayable that produces a Camera texture. + + + + + Creates a CameraPlayable in the PlayableGraph. + + The PlayableGraph object that will own the CameraPlayable. + Camera used to produce a texture in the PlayableGraph. + + A CameraPlayable linked to the PlayableGraph. + + + + + An implementation of IPlayable that allows application of a Material shader to one or many texture inputs to produce a texture output. + + + + + Creates a MaterialEffectPlayable in the PlayableGraph. + + The PlayableGraph object that will own the MaterialEffectPlayable. + Material used to modify linked texture playable inputs. + Shader pass index.(Note: -1 for all passes). + + A MaterialEffectPlayable linked to the PlayableGraph. + + + + + An implementation of IPlayable that allows mixing two textures. + + + + + Creates a TextureMixerPlayable in the PlayableGraph. + + The PlayableGraph object that will own the TextureMixerPlayable. + + A TextureMixerPlayable linked to the PlayableGraph. + + + + + A PlayableBinding that contains information representing a TexturePlayableOutput. + + + + + Creates a PlayableBinding that contains information representing a TexturePlayableOutput. + + A reference to a UnityEngine.Object that acts as a key for this binding. + The name of the TexturePlayableOutput. + + Returns a PlayableBinding that contains information that is used to create a TexturePlayableOutput. + + + + + An IPlayableOutput implementation that will be used to manipulate textures. + + + + + Returns an invalid TexturePlayableOutput. + + + + + + Use a default format to create either Textures or RenderTextures from scripts based on platform specific capability. + + + + + + Represents the default platform-specific depth stencil format. + + + + + Represents the default platform specific HDR format. + + + + + Represents the default platform-specific LDR format. If the project uses the linear rendering mode, the actual format is sRGB. If the project uses the gamma rendering mode, the actual format is UNorm. + + + + + Represents the default platform specific shadow format. + + + + + Represents the default platform specific video format. + + + + + The ExternalGPUProfiler API allows developers to programatically take GPU frame captures in conjunction with supported external GPU profilers. + +GPU frame captures can be used to both analyze performance and debug graphics related issues. + + + + + Begins the current GPU frame capture in the external GPU profiler. + + + + + Ends the current GPU frame capture in the external GPU profiler. + + + + + Returns true when a development build is launched by an external GPU profiler. + + + + + Use this format usages to figure out the capabilities of specific GraphicsFormat + + + + + Use this to blend on a rendertexture. + + + + + Use this to get pixel data from a texture. + + + + + Use this to sample textures with a linear filter. This is for regular texture sampling (non-shadow compare). Rentertextures created using ShadowSamplingMode.CompareDepths always support linear filtering on the comparison result. + + + + + Use this to perform resource load and store on a texture + + + + + Use this to create and render to a MSAA 2X rendertexture. + + + + + Use this to create and render to a MSAA 4X rendertexture. + + + + + Use this to create and render to a MSAA 8X rendertexture. + + + + + Use this to read back pixels data from a rendertexture. + + + + + Use this to create and render to a rendertexture. + + + + + Use this to create and sample textures. + + + + + Use this to set pixel data to a texture. + + + + + Use this to set pixel data to a texture using `SetPixels32`. + + + + + Use this to create sparse textures + + + + + Use this enumeration to create and render to the Stencil sub element of a RenderTexture. + + + + + Use this format to create either Textures or RenderTextures from scripts. + + + + + A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 1-bit A component in bit 15, a 5-bit R component in bits 10..14, a 5-bit G component in bits 5..9, and a 5-bit B component in bits 0..4. + + + + + A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. + + + + + A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A three-component, 32-bit packed unsigned floating-point format that has a 10-bit B component in bits 22..31, an 11-bit G component in bits 11..21, an 11-bit R component in bits 0..10. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 4-bit B component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit R component in bits 4..7, and a 4-bit A component in bits 0..3. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit R component in bits 1..5, and a 1-bit A component in bit 0. + + + + + A three-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit R component in bits 0..4. + + + + + A three-component, 24-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. + + + + + A three-component, 24-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2. + + + + + A three-component, 24-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2 + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. + + + + + A four-component, 32-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit B component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit R component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A one-component, 16-bit unsigned normalized format that has a single 16-bit depth component. + + + + + A two-component, 32-bit format that has 24 unsigned normalized bits in the depth component and, optionally: 8 bits that are unused. + + + + + A two-component, 32-bit packed format that has 8 unsigned integer bits in the stencil component, and 24 unsigned normalized bits in the depth component. + + + + + A one-component, 32-bit signed floating-point format that has 32-bits in the depth component. + + + + + A two-component format that has 32 signed float bits in the depth component and 8 unsigned integer bits in the stencil component. There are optionally: 24-bits that are unused. + + + + + Automatic format used for Depth buffers (Platform dependent) + + + + + A three-component, 32-bit packed unsigned floating-point format that has a 5-bit shared exponent in bits 27..31, a 9-bit B component mantissa in bits 18..26, a 9-bit G component mantissa in bits 9..17, and a 9-bit R component mantissa in bits 0..8. + + + + + The format is not specified. + + + + + A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data. + + + + + A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data. + + + + + A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data. + + + + + A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). + + + + + A one-component, 16-bit signed floating-point format that has a single 16-bit R component. + + + + + A one-component, 16-bit signed integer format that has a single 16-bit R component. + + + + + A one-component, 16-bit signed normalized format that has a single 16-bit R component. + + + + + A one-component, 16-bit unsigned integer format that has a single 16-bit R component. + + + + + A one-component, 16-bit unsigned normalized format that has a single 16-bit R component. + + + + + A two-component, 32-bit signed floating-point format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit signed integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit signed normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit unsigned integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A three-component, 48-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A four-component, 64-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A one-component, 32-bit signed floating-point format that has a single 32-bit R component. + + + + + A one-component, 32-bit signed integer format that has a single 32-bit R component. + + + + + A one-component, 32-bit unsigned integer format that has a single 32-bit R component. + + + + + A two-component, 64-bit signed floating-point format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. + + + + + A two-component, 64-bit signed integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. + + + + + A two-component, 64-bit unsigned integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. + + + + + A three-component, 96-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. + + + + + A three-component, 96-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. + + + + + A three-component, 96-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. + + + + + A four-component, 128-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. + + + + + A four-component, 128-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. + + + + + A four-component, 128-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 4-bit R component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit B component in bits 4..7, and a 4-bit A component in bits 0..3. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit B component in bits 1..5, and a 1-bit A component in bit 0. + + + + + A three-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit B component in bits 0..4. + + + + + A one-component, 8-bit signed integer format that has a single 8-bit R component. + + + + + A one-component, 8-bit signed normalized format that has a single 8-bit R component. + + + + + A one-component, 8-bit unsigned normalized format that has a single 8-bit R component stored with sRGB nonlinear encoding. + + + + + A one-component, 8-bit unsigned integer format that has a single 8-bit R component. + + + + + A one-component, 8-bit unsigned normalized format that has a single 8-bit R component. + + + + + A two-component, 16-bit signed integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. + + + + + A two-component, 16-bit signed normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. + + + + + A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. + + + + + A two-component, 16-bit unsigned integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. + + + + + A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. + + + + + A three-component, 24-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A three-component, 24-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2. + + + + + A three-component, 24-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A four-component, 32-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit B component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding, and provides 1 bit of alpha. + + + + + A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data, and provides 1 bit of alpha. + + + + + A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed floating-point RGB texel data. + + + + + A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned floating-point RGB texel data. + + + + + A three-component, ETC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. + + + + + A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data. + + + + + A three-component, block-compressed format (also known as BC1). Each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has a 1 bit alpha channel. + + + + + A three-component, block-compressed format (also known as BC1). Each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has a 1 bit alpha channel. + + + + + A four-component, block-compressed format (also known as BC2) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding. + + + + + A four-component, block-compressed format (also known as BC2) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. + + + + + A four-component, block-compressed format (also known as BC3) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding. + + + + + A four-component, block-compressed format (also known as BC3) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. + + + + + A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding applied. + + + + + A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values. + + + + + A one-component, 8-bit unsigned integer format that has 8-bits in the stencil component. + + + + + Automatic format used for Shadow buffer (Platform dependent) + + + + + Automatic format used for Video buffer (Platform dependent) + + + + + YUV 4:2:2 Video resource format. + + + + + Defines the required members for a Runtime Reflection Systems. + + + + + Update the reflection probes. + + + Whether a reflection probe was updated. + + + + + A data structure used to represent the Renderers in the Scene for GPU ray tracing. + + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Builds this RayTracingAccelerationStructure on the GPU. + + + + + + Builds this RayTracingAccelerationStructure on the GPU. + + + + + + Creates a RayTracingAccelerationStructure with the given RayTracingAccelerationStructure.RASSettings. + + Defines whether a RayTracingAccelerationStructure is updated by the user or the Engine, and whether to mask certain object layers or RayTracingModes. + + + + Creates a RayTracingAccelerationStructure with the given RayTracingAccelerationStructure.RASSettings. + + Defines whether a RayTracingAccelerationStructure is updated by the user or the Engine, and whether to mask certain object layers or RayTracingModes. + + + + Destroys this RayTracingAccelerationStructure. + + + + + Returns the number of ray tracing instances in the acceleration structure. + + + + + Returns the total size of this RayTracingAccelerationStructure on the GPU in bytes. + + + + + Defines whether Unity updates a RayTracingAccelerationStructure automatically, or if the user updates it manually via API. + + + + + Automatically populates and updates the RayTracingAccelerationStructure. + + + + + Gives user control over populating and updating the RayTracingAccelerationStructure. + + + + + Defines whether a RayTracingAccelerationStructure is updated by the user or by the Engine, and whether to mask certain object layers or RayTracingModes. + + + + + A 32-bit mask that controls which layers a GameObject must be on in order to be added to the RayTracingAccelerationStructure. + + + + + An enum that selects whether a RayTracingAccelerationStructure is automatically or manually updated. + + + + + An enum controlling which RayTracingModes a Renderer must have in order to be added to the RayTracingAccelerationStructure. + + + + + Creates a RayTracingAccelerationStructure.RASSettings from the given configuration. + + Chooses whether a RayTracingAccelerationStructure will be managed by the user or Unity Engine. + Filters Renderers to add to the RayTracingAccelerationStructure based on their RayTracingAccelerationStructure.RayTracingMode. + + + + + An enum controlling which RayTracingAccelerationStructure.RayTracingModes a Renderer must have in order to be added to the RayTracingAccelerationStructure. + + + + + Only add Renderers with RayTracingMode.DynamicGeometry set to the RayTracingAccelerationStructure. + + + + + Only add Renderers with RayTracingMode.DynamicTransform set to the RayTracingAccelerationStructure. + + + + + Add all Renderers to the RayTracingAccelerationStructure except for those with that have RayTracingMode.Off. + + + + + Disable adding Renderers to this RayTracingAccelerationStructure. + + + + + Only add Renderers with RayTracingMode.Static set to the RayTracingAccelerationStructure. + + + + + See Also: RayTracingAccelerationStructure.Dispose. + + + + + Removes a ray tracing instance associated with a Renderer from this RayTracingAccelerationStructure. + + The Renderer to remove from the RayTracingAccelerationStructure. + + + + Updates the transforms of all instances in this RayTracingAccelerationStructure. + + + + + Updates the instance ID of a ray tracing instance associated with the Renderer passed as argument. + + + + + + + Updates the instance mask of a ray tracing instance associated with the Renderer passed as argument. + + + + + + + Updates the transform of the instance associated with the Renderer passed as argument. + + + + + + Indicates how a Renderer is updated. + + + + + Renderers with this mode have animated geometry and update their Mesh and Transform. + + + + + Renderers with this mode update their Transform, but not their Mesh. + + + + + Renderers with this mode are not ray traced. + + + + + Renderers with this mode never update. + + + + + A shader for GPU ray tracing. + + + + + The maximum number of ray bounces this shader can trace (Read Only). + + + + + Dispatches this RayTracingShader. + + The name of the ray generation shader. + The width of the ray generation shader thread grid. + The height of the ray generation shader thread grid. + The depth of the ray generation shader thread grid. + Optional parameter used to setup camera-related built-in shader variables. + + + + Sets the value for RayTracingAccelerationStructure property of this RayTracingShader. + + The name of the RayTracingAccelerationStructure being set. + The ID of the RayTracingAccelerationStructure as given by Shader.PropertyToID. + The value to set the RayTracingAccelerationStructure to. + + + + Sets the value for RayTracingAccelerationStructure property of this RayTracingShader. + + The name of the RayTracingAccelerationStructure being set. + The ID of the RayTracingAccelerationStructure as given by Shader.PropertyToID. + The value to set the RayTracingAccelerationStructure to. + + + + Sets the value of a boolean uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The boolean value to set. + + + + Sets the value of a boolean uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The boolean value to set. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets the value of a float uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float value to set. + + + + Sets the value of a float uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float value to set. + + + + Sets the values for a float array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float array to set. + + + + Sets the values for a float array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float array to set. + + + + Sets the value of a int uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int value to set. + + + + Sets the value of a int uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int value to set. + + + + Sets the values for a int array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int array to set. + + + + Sets the values for a int array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int array to set. + + + + Sets the value of a matrix uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix to set. + + + + Sets the value of a matrix uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix to set. + + + + Sets a matrix array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix array to set. + + + + Sets a matrix array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix array to set. + + + + Selects which Shader Pass to use when executing ray/geometry intersection shaders. + + The Shader Pass to use when executing ray tracing shaders. + + + + Binds a texture resource. This can be a input or an output texture (UAV). + + The ID of the resource as given by Shader.PropertyToID. + The name of the texture being set. + The texture to bind the named local resource to. + + + + Binds a texture resource. This can be a input or an output texture (UAV). + + The ID of the resource as given by Shader.PropertyToID. + The name of the texture being set. + The texture to bind the named local resource to. + + + + Binds a global texture to a RayTracingShader. + + The ID of the texture as given by Shader.PropertyToID. + The name of the texture to bind. + The name of the global resource to bind to the RayTracingShader. + The ID of the global resource as given by Shader.PropertyToID. + + + + Binds a global texture to a RayTracingShader. + + The ID of the texture as given by Shader.PropertyToID. + The name of the texture to bind. + The name of the global resource to bind to the RayTracingShader. + The ID of the global resource as given by Shader.PropertyToID. + + + + Sets the value for a vector uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The vector to set. + + + + Sets the value for a vector uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The vector to set. + + + + Sets a vector array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The array of vectors to set. + + + + Sets a vector array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The array of vectors to set. + + + + Flags that determine the behavior of a sub-mesh in a RayTracingAccelerationStructure. + + + + + When rays encounter this geometry, the geometry acts as though no any hit shader is present. The geometry is considered opaque. + + + + + Unity skips the sub-mesh when building a RayTracingAccelerationStructure. As a result, rays cast using TraceRay HLSL function will never intersect the sub-mesh. + + + + + The sub-mesh is provided as input to a RayTracingAccelerationStructure build operation. + + + + + This flag enables the guarantee that for a given ray-triangle pair, an any hit shader is invoked only once, potentially with some performance impact. + + + + + Empty implementation of IScriptableRuntimeReflectionSystem. + + + + + Update the reflection probes. + + + Whether a reflection probe was updated. + + + + + Global settings for the scriptable runtime reflection system. + + + + + The current scriptable runtime reflection system instance. + + + + + Prewarms shaders in a way that is supported by all graphics APIs. + + + + + Prewarms all shader variants for a given Shader, using a given rendering configuration. + + + + + + + Prewarms the shader variants for a given Shader that are in a given ShaderVariantCollection, using a given rendering configuration. + + + + + + + + The rendering configuration to use when prewarming shader variants. + + + + + The vertex data layout to use when prewarming shader variants. + + + + + Experimental render settings features. + + + + + UseRadianceAmbientProbe has been deprecated, please use UnityEngine.Experimental.GlobalIllumination.useRadianceAmbientProbe. + + + + + Object that is used to resolve references to an ExposedReference field. + + + + + Creates a type whos value is resolvable at runtime. + + + + + The default value, in case the value cannot be resolved. + + + + + The name of the ExposedReference. + + + + + Gets the value of the reference by resolving it given the ExposedPropertyResolver context object. + + The ExposedPropertyResolver context object. + + The resolved reference value. + + + + + Filtering mode for textures. Corresponds to the settings in a. + + + + + Bilinear filtering - texture samples are averaged. + + + + + Point filtering - texture pixels become blocky up close. + + + + + Trilinear filtering - texture samples are averaged and also blended between mipmap levels. + + + + + A flare asset. Read more about flares in the. + + + + + FlareLayer component. + + + + + Fog mode to use. + + + + + Exponential fog. + + + + + Exponential squared fog (default). + + + + + Linear fog. + + + + + Controls the from a script. + + + + + Queries whether the is enabled. + + + + + Struct containing basic FrameTimings and accompanying relevant data. + + + + + The CPU time for a given frame, in ms. + + + + + This is the CPU clock time at the point GPU finished rendering the frame and interrupted the CPU. + + + + + This is the CPU clock time at the point Present was called for the current frame. + + + + + The GPU time for a given frame, in ms. + + + + + This was the height scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings. + + + + + This was the vsync mode for the given frame and the linked frame timings. + + + + + This was the width scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings. + + + + + The FrameTimingManager allows the user to capture and access FrameTiming data for multiple frames. + + + + + This function triggers the FrameTimingManager to capture a snapshot of FrameTiming's data, that can then be accessed by the user. + + + + + This returns the frequency of CPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + CPU timer frequency for current platform. + + + + + This returns the frequency of GPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + GPU timer frequency for current platform. + + + + + Allows the user to access the currently captured FrameTimings. + + User supplies a desired number of frames they would like FrameTimings for. This should be equal to or less than the maximum FrameTimings the platform can capture. + An array of FrameTiming structs that is passed in by the user and will be filled with data as requested. It is the users job to make sure the array that is passed is large enough to hold the requested number of FrameTimings. + + Returns the number of FrameTimings it actually was able to get. This will always be equal to or less than the requested numFrames depending on availability of captured FrameTimings. + + + + + This returns the number of vsyncs per second on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + Number of vsyncs per second of the current platform. + + + + + This struct contains the view space coordinates of the near projection plane. + + + + + Position in view space of the bottom side of the near projection plane. + + + + + Position in view space of the left side of the near projection plane. + + + + + Position in view space of the right side of the near projection plane. + + + + + Position in view space of the top side of the near projection plane. + + + + + Z distance from the origin of view space to the far projection plane. + + + + + Z distance from the origin of view space to the near projection plane. + + + + + Platform agnostic full-screen mode. Not all platforms support all modes. + + + + + Set your app to maintain sole full-screen use of a display. Unlike Fullscreen Window, this mode changes the OS resolution of the display to match the app's chosen resolution. This option is only supported on Windows; on other platforms the setting falls back to FullScreenMode.FullScreenWindow. + + + + + Set your app window to the full-screen native display resolution, covering the whole screen. This full-screen mode is also known as "borderless full-screen." Unity renders app content at the resolution set by a script (or the native display resolution if none is set) and scales it to fill the window. When scaling, Unity adds black bars to the rendered output to match the display aspect ratio to prevent content stretching. This process is called <a href="https:en.wikipedia.orgwikiLetterboxing_(filming)">letterboxing</a>. The OS overlay UI will display on top of the full-screen window (such as IME input windows). All platforms support this mode. + + + + + Set the app window to the operating system’s definition of “maximized”. This means a full-screen window with a hidden menu bar and dock on macOS. This option is only supported on macOS; on other platforms, the setting falls back to FullScreenMode.FullScreenWindow. + + + + + Set your app to a standard, non-full-screen movable window, the size of which is dependent on the app resolution. All desktop platforms support this full-screen mode. + + + + + Describes options for displaying movie playback controls. + + + + + Do not display any controls, but cancel movie playback if input occurs. + + + + + Display the standard controls for controlling movie playback. + + + + + Do not display any controls. + + + + + Display minimal set of controls controlling movie playback. + + + + + Describes scaling modes for displaying movies. + + + + + Scale the movie until the movie fills the entire screen. + + + + + Scale the movie until one dimension fits on the screen exactly. + + + + + Scale the movie until both dimensions fit the screen exactly. + + + + + Do not scale the movie. + + + + + Base class for all entities in Unity Scenes. + + + + + Defines whether the GameObject is active in the Scene. + + + + + The local active state of this GameObject. (Read Only) + + + + + The Animation attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The AudioSource attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Camera attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Collider attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Collider2D component attached to this object. + + + + + The ConstantForce attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The HingeJoint attached to this GameObject (Read Only). (Null if there is none attached). + + + + + Gets and sets the GameObject's StaticEditorFlags. + + + + + The layer the GameObject is in. + + + + + The Light attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The NetworkView attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The ParticleSystem attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Renderer attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Rigidbody attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Rigidbody2D component attached to this GameObject. (Read Only) + + + + + Scene that the GameObject is part of. + + + + + Scene culling mask Unity uses to determine which scene to render the GameObject in. + + + + + The tag of this game object. + + + + + The Transform attached to this GameObject. + + + + + Adds a component class named className to the game object. + + + + + + Adds a component class of type componentType to the game object. C# Users can use a generic version. + + + + + + Generic version of this method. + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + + + + + + + + Is this game object tagged with tag ? + + The tag to compare. + + + + Creates a game object with a primitive mesh renderer and appropriate collider. + + The type of primitive object to create. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Finds a GameObject by name and returns it. + + + + + + Returns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found. + + The name of the tag to search GameObjects for. + + + + Returns one active GameObject tagged tag. Returns null if no GameObject was found. + + The tag to search for. + + + + Returns the component of Type type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Generic version of this method. + + + + + Returns the component with name type if the GameObject has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + + A component of the matching type, if found. + + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + + A component of the matching type, if found. + + + + + Generic version of this method. + + + + A component of the matching type, if found. + + + + + Generic version of this method. + + + + A component of the matching type, if found. + + + + + Retrieves the component of Type type in the GameObject or any of its parents. + + Type of component to find. + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Retrieves the component of Type type in the GameObject or any of its parents. + + Type of component to find. + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Generic version of this method. + + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Generic version of this method. + + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Returns all components of Type type in the GameObject. + + The type of component to retrieve. + + + + Generic version of this method. + + + + + Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved. + + The type of Component to retrieve. + List to receive the results. + + + + Returns all components of Type type in the GameObject into List results. + + List of type T to receive the results. + + + + Returns all components of Type type in the GameObject or any of its children children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Returns all components of Type type in the GameObject or any of its children children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Generic version of this method. + + Should inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + + + + + Generic version of this method. + + Should inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + + + + + Return all found Components into List results. + + List to receive found Components. + Should inactive GameObjects be included in the found set? + + + + Return all found Components into List results. + + List to receive found Components. + Should inactive GameObjects be included in the found set? + + + + Returns all components of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should inactive Components be included in the found set? + + + + Generic version of this method. + + Determines whether to include inactive components in the found set. + + + + Generic version of this method. + + Determines whether to include inactive components in the found set. + + + + Find Components in GameObject or parents, and return them in List results. + + Should inactive Components be included in the found set? + List holding the found Components. + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + ActivatesDeactivates the GameObject, depending on the given true or false/ value. + + Activate or deactivate the object, where true activates the GameObject and false deactivates the GameObject. + + + + Gets the component of the specified type, if it exists. + + The type of component to retrieve. + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + Generic version of this method. + + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + Utility class for common geometric functions. + + + + + Calculates the bounding box from the given array of positions and the transformation matrix. + + An array that stores the location of 3d positions. + A matrix that changes the position, rotation and size of the bounds calculation. + + Calculates the axis-aligned bounding box. + + + + + Calculates frustum planes. + + The camera with the view frustum that you want to calculate planes from. + + The planes that form the camera's view frustum. + + + + + Calculates frustum planes. + + The camera with the view frustum that you want to calculate planes from. + An array of 6 Planes that will be overwritten with the calculated plane values. + + + + Calculates frustum planes. + + A matrix that transforms from world space to projection space, from which the planes will be calculated. + + The planes that enclose the projection space described by the matrix. + + + + + Calculates frustum planes. + + A matrix that transforms from world space to projection space, from which the planes will be calculated. + An array of 6 Planes that will be overwritten with the calculated plane values. + + + + Returns true if bounds are inside the plane array. + + + + + + + GeometryUtility.TryCreatePlaneFromPolygon creates a plane from the given list of vertices that define the polygon, as long as they do not characterize a straight line or zero area. + + An array of vertex positions that define the shape of a polygon. + A valid plane that goes through the vertices. + + Returns true on success, false if Unity did not create a plane from the vertices. + + + + + Gizmos are used to give visual debugging or setup aids in the Scene view. + + + + + Sets the color for the gizmos that will be drawn next. + + + + + Set a texture that contains the exposure correction for LightProbe gizmos. The value is sampled from the red channel in the middle of the texture. + + + + + Sets the Matrix4x4 that the Unity Editor uses to draw Gizmos. + + + + + Set a scale for Light Probe gizmos. This scale will be used to render the spherical harmonic preview spheres. + + + + + Draw a solid box with center and size. + + + + + + + Draw a camera frustum using the currently set Gizmos.matrix for its location and rotation. + + The apex of the truncated pyramid. + Vertical field of view (ie, the angle at the apex in degrees). + Distance of the frustum's far plane. + Distance of the frustum's near plane. + Width/height ratio. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw an icon at a position in the Scene view. + + + + + + + + Draw an icon at a position in the Scene view. + + + + + + + + Draws a line starting at from towards to. + + + + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a solid sphere with center and radius. + + + + + + + Draw a wireframe box with center and size. + + + + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe sphere with center and radius. + + + + + + + Low-level graphics library. + + + + + Select whether to invert the backface culling (true) or not (false). + + + + + Gets or sets the modelview matrix. + + + + + Controls whether Linear-to-sRGB color conversion is performed while rendering. + + + + + Should rendering be done in wireframe? + + + + + Begin drawing 3D primitives. + + Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES. + + + + Clear the current render buffer. + + Should the depth buffer be cleared? + Should the color buffer be cleared? + The color to clear with, used only if clearColor is true. + The depth to clear the z-buffer with, used only if clearDepth is true. The valid +range is from 0 (near plane) to 1 (far plane). The value is graphics API agnostic: the abstraction layer will convert +the value to match the convention of the current graphics API. + + + + Clear the current render buffer with camera's skybox. + + Should the depth buffer be cleared? + Camera to get projection parameters and skybox from. + + + + Sets current vertex color. + + + + + + End drawing 3D primitives. + + + + + Sends queued-up commands in the driver's command buffer to the GPU. + + + + + Compute GPU projection matrix from camera's projection matrix. + + Source projection matrix. + Will this projection be used for rendering into a RenderTexture? + + Adjusted projection matrix for the current graphics API. + + + + + Invalidate the internally cached render state. + + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Mode for Begin: draw line strip. + + + + + Mode for Begin: draw lines. + + + + + Load an identity into the current model and view matrices. + + + + + Helper function to set up an orthograhic projection. + + + + + Setup a matrix for pixel-correct rendering. + + + + + Setup a matrix for pixel-correct rendering. + + + + + + + + + Load an arbitrary matrix to the current projection matrix. + + + + + + Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit. + + + + + + + Sets current texture coordinate (x,y) for the actual texture unit. + + + + + + + + Sets current texture coordinate (x,y,z) to the actual texture unit. + + + + + + + + + Sets the current model matrix to the one specified. + + + + + + Restores the model, view and projection matrices off the top of the matrix stack. + + + + + Saves the model, view and projection matrices to the top of the matrix stack. + + + + + Mode for Begin: draw quads. + + + + + Resolves the render target for subsequent operations sampling from it. + + + + + Sets current texture coordinate (v.x,v.y,v.z) for all texture units. + + + + + + Sets current texture coordinate (x,y) for all texture units. + + + + + + + Sets current texture coordinate (x,y,z) for all texture units. + + + + + + + + Mode for Begin: draw triangle strip. + + + + + Mode for Begin: draw triangles. + + + + + Submit a vertex. + + + + + + Submit a vertex. + + + + + + + + Set the rendering viewport. + + + + + + Gradient used for animating colors. + + + + + All alpha keys defined in the gradient. + + + + + All color keys defined in the gradient. + + + + + Control how the gradient is evaluated. + + + + + Create a new Gradient object. + + + + + Calculate color at a given time. + + Time of the key (0 - 1). + + + + Setup Gradient with an array of color keys and alpha keys. + + Color keys of the gradient (maximum 8 color keys). + Alpha keys of the gradient (maximum 8 alpha keys). + + + + Alpha key used by Gradient. + + + + + Alpha channel of key. + + + + + Time of the key (0 - 1). + + + + + Gradient alpha key. + + Alpha of key (0 - 1). + Time of the key (0 - 1). + + + + Color key used by Gradient. + + + + + Color of key. + + + + + Time of the key (0 - 1). + + + + + Gradient color key. + + Color of key. + Time of the key (0 - 1). + + + + + Select how gradients will be evaluated. + + + + + Find the 2 keys adjacent to the requested evaluation time, and linearly interpolate between them to obtain a blended color. + + + + + Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time. + + + + + Attribute used to configure the usage of the GradientField and Gradient Editor for a gradient. + + + + + The color space the Gradient uses. + + + + + If set to true the Gradient uses HDR colors. + + + + + Attribute for gradient fields. Used to configure the GUI for the Gradient Editor. + + Set to true if the colors should be treated as HDR colors (default value: false). + The colors should be treated as from this color space (default value: ColorSpace.Gamma). + + + + Raw interface to Unity's drawing functions. + + + + + Currently active color buffer (Read Only). + + + + + Returns the currently active color gamut. + + + + + Currently active depth/stencil buffer (Read Only). + + + + + The GraphicsTier for the current device. + + + + + The minimum OpenGL ES version. The value is specified in PlayerSettings. + + + + + True when rendering over native UI is enabled in Player Settings (readonly). + + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination, for multi-tap shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use for copying. Material's shader should do some post-processing effect. + Variable number of filtering offsets. Offsets are given in pixels. + The texture array destination slice to blit to. + + + + Copies source texture into destination, for multi-tap shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use for copying. Material's shader should do some post-processing effect. + Variable number of filtering offsets. Offsets are given in pixels. + The texture array destination slice to blit to. + + + + Clear random write targets for level pixel shaders. + + + + + This function provides an efficient way to convert between textures of different formats and dimensions. +The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + True if the call succeeded. + + + + + This function provides an efficient way to convert between textures of different formats and dimensions. +The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + True if the call succeeded. + + + + + Copies the contents of one GraphicsBuffer into another. + + The source buffer. + The destination buffer. + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Shortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + Shortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + This functionality is deprecated, and should no longer be used. Please use Graphics.CreateGraphicsFence. + + + + + + Creates a GraphicsFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU. + + The type of GraphicsFence to create. Currently the only supported value is GraphicsFenceType.AsyncQueueSynchronization. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored. + + Returns a new GraphicsFence. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the Meshes should cast shadows. + Determines whether the Meshes should receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the Meshes should cast shadows. + Determines whether the Meshes should receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The bounding volume surrounding the instances you intend to draw. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The bounding volume surrounding the instances you intend to draw. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. +This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The bounding volume surrounding the instances you intend to draw. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the Meshes should cast shadows. + Determines whether the Meshes should receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU, with an index buffer. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + Instance count to render. + Index count to render. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Index count to render. + Instance count to render. + Index buffer used to submit vertices to the GPU. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Execute a command buffer. + + The buffer to execute. + + + + Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. + + The CommandBuffer to be executed. + Describes the desired async compute queue the supplied CommandBuffer should be executed on. + + + + Renders a mesh with given rendering parameters. + + The parameters Unity uses to render the mesh. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The transformation matrix Unity uses to transform the mesh from object to world space. + The previous frame transformation matrix Unity uses to calculate motion vectors for the mesh. + + + + Renders multiple instances of a mesh using GPU instancing and rendering command arguments from commandBuffer. + + The parameters Unity uses to render the mesh. + The Mesh to render. + A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawIndexedArgs). + The number of rendering commands to execute in the commandBuffer. + The first command to execute in the commandBuffer. + + + + Renders multiple instances of a mesh using GPU instancing. + + The parameters Unity uses to render the mesh instances. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The array of instance data used to render the instances. + The number of instances to render. When this argument is -1 (default), Unity renders all the instances from the startInstance to the end of the instanceData array. + The first instance in the instanceData to render. + + + + Renders multiple instances of a mesh using GPU instancing. + + The parameters Unity uses to render the mesh instances. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The array of instance data used to render the instances. + The number of instances to render. When this argument is -1 (default), Unity renders all the instances from the startInstance to the end of the instanceData array. + The first instance in the instanceData to render. + + + + Renders multiple instances of a mesh using GPU instancing. + + The parameters Unity uses to render the mesh instances. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The array of instance data used to render the instances. + The number of instances to render. When this argument is -1 (default), Unity renders all the instances from the startInstance to the end of the instanceData array. + The first instance in the instanceData to render. + + + + Renders multiple instances of a Mesh using GPU instancing and a custom shader. + + The parameters Unity uses to render the Mesh primitives. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The number of instances to render. + + + + Renders non-indexed primitives with GPU instancing and a custom shader. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + The number of vertices per instance. + The number of instances to render. + + + + Renders indexed primitives with GPU instancing and a custom shader. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + The index buffer for the rendered primitives. + The number of indices per instance. + The first index in the indexBuffer. + The number of instances to render. + + + + Renders indexed primitives with GPU instancing and a custom shader with rendering command arguments from commandBuffer. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + Index buffer for the rendered primitives. + A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawIndexedArgs). + The number of rendering commands to execute in the commandBuffer. + The first command to execute in the commandBuffer. + + + + Renders primitives with GPU instancing and a custom shader using rendering command arguments from commandBuffer. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawArgs). + The number of rendering commands to execute in the commandBuffer. + The first command to execute in the commandBuffer. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer or texture to set as the write target. + Whether to leave the append/consume counter value unchanged. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer or texture to set as the write target. + Whether to leave the append/consume counter value unchanged. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer or texture to set as the write target. + Whether to leave the append/consume counter value unchanged. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Instructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Instructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + This functionality is deprecated, and should no longer be used. Please use Graphics.WaitOnAsyncGraphicsFence. + + + + + + + GPU graphics data buffer, for working with geometry or compute shader data. + + + + + Number of elements in the buffer (Read Only). + + + + + The debug label for the graphics buffer (setter only). + + + + + Size of one element in the buffer (Read Only). + + + + + Usage target, which specifies the intended usage of this GraphicsBuffer (Read Only). + + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Create a Graphics Buffer. + + Select whether this buffer can be used as a vertex or index buffer. + Number of elements in the buffer. + Size of one element in the buffer. For index buffers, this must be either 2 or 4 bytes. + + + + Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types. + + An array to receive the data. + The first element index in data where retrieved elements are copied. + The first element index of the buffer from which elements are read. + The number of elements to retrieve. + + + + Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types. + + An array to receive the data. + The first element index in data where retrieved elements are copied. + The first element index of the buffer from which elements are read. + The number of elements to retrieve. + + + + Retrieve a native (underlying graphics API) pointer to the buffer. + + + Pointer to the underlying graphics API buffer. + + + + + Defines the data layout for non-indexed indirect render calls. + + + + + The number of instances to render. + + + + + The size of the struct in bytes. + + + + + The first instance to render. + + + + + The first vertex to render. + + + + + The number of vertices per instance. + + + + + Defines the data layout for indexed indirect render calls. + + + + + The index to add to values fetched from the index buffer. + + + + + The number of vertex indices per instance. + + + + + The number of instances to render. + + + + + The size of the struct in bytes. + + + + + The first index to use in the index buffer of the rendering call. + + + + + The first instance to render. + + + + + Returns true if this graphics buffer is valid, or false otherwise. + + + + + Release a Graphics Buffer. + + + + + Sets counter value of append/consume buffer. + + Value of the append/consume counter. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the graphics buffer. + The number of elements to copy. + The first element index in the graphics buffer to receive the data. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the graphics buffer. + The number of elements to copy. + The first element index in the graphics buffer to receive the data. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the graphics buffer. + The number of elements to copy. + The first element index in the graphics buffer to receive the data. + + + + + The intended usage of a GraphicsBuffer. + + + + + GraphicsBuffer can be used as an append-consume buffer. + + + + + GraphicsBuffer can be used as a constant buffer (uniform buffer). + + + + + GraphicsBuffer can be used as a destination for CopyBuffer. + + + + + GraphicsBuffer can be used as a source for CopyBuffer. + + + + + GraphicsBuffer with an internal counter. + + + + + GraphicsBuffer can be used as an index buffer. + + + + + GraphicsBuffer can be used as an indirect argument buffer for indirect draws and dispatches. + + + + + GraphicsBuffer can be used as a raw byte-address buffer. + + + + + GraphicsBuffer can be used as a structured buffer. + + + + + GraphicsBuffer can be used as a vertex buffer. + + + + + Interface into functionality unique to handheld devices. + + + + + Determines whether or not a 32-bit display buffer will be used. + + + + + Gets the current activity indicator style. + + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Sets the desired activity indicator style. + + + + + + Sets the desired activity indicator style. + + + + + + Starts os activity indicator. + + + + + Stops os activity indicator. + + + + + Triggers device vibration. + + + + + Represents a 128-bit hash value. + + + + + Returns true is the hash value is valid. (Read Only) + + + + + Hash new input data and combine with the current hash value. + + Input value. + + + + Hash new input data and combine with the current hash value. + + Input value. + + + + Hash new input data and combine with the current hash value. + + Input value. + + + + Hash new input string and combine with the current hash value. + + Input data string. Note that Unity interprets the string as UTF-8 data, even if internally in C# strings are UTF-16. + + + + Hash new input data array and combine with the current hash value. + + Input data array. + + + + Hash new input data array and combine with the current hash value. + + Input data array. + + + + Hash new input data array and combine with the current hash value. + + Input data array. + + + + Hash a slice of new input data array and combine with the current hash value. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + + + Hash a slice of new input data array and combine with the current hash value. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + + + Hash a slice of new input data array and combine with the current hash value. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + + + Hash new input data and combine with the current hash value. + + Raw data pointer, usually used with C# stackalloc data. + Data size in bytes. + + + + Compute a hash of input data. + + Input value. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input value. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input value. + + The 128-bit hash. + + + + + Compute a hash of input data string. + + Input data string. Note that Unity interprets the string as UTF-8 data, even if internally in C# strings are UTF-16. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input data array. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input data array. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input data array. + + The 128-bit hash. + + + + + Compute a hash of a slice of input data. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + The 128-bit hash. + + + + + Compute a hash of a slice of input data. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + The 128-bit hash. + + + + + Compute a hash of a slice of input data. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Raw data pointer, usually used with C# stackalloc data. + Data size in bytes. + + The 128-bit hash. + + + + + Directly initialize a Hash128 with a 128-bit value. + + First 32 bits of hash value. + Second 32 bits of hash value. + Third 32 bits of hash value. + Fourth 32 bits of hash value. + First 64 bits of hash value. + Second 64 bits of hash value. + + + + Directly initialize a Hash128 with a 128-bit value. + + First 32 bits of hash value. + Second 32 bits of hash value. + Third 32 bits of hash value. + Fourth 32 bits of hash value. + First 64 bits of hash value. + Second 64 bits of hash value. + + + + Convert a hex-encoded string into Hash128 value. + + A hexadecimal-encoded hash string. + + The 128-bit hash. + + + + + Convert a Hash128 to string. + + + + + Utilities to compute hashes with unsafe code. + + + + + Compute a 128 bit hash based on a data. + + Pointer to the data to hash. + The number of bytes to hash. + A pointer to store the low 64 bits of the computed hash. + A pointer to store the high 64 bits of the computed hash. + A pointer to the Hash128 to updated with the computed hash. + + + + Compute a 128 bit hash based on a data. + + Pointer to the data to hash. + The number of bytes to hash. + A pointer to store the low 64 bits of the computed hash. + A pointer to store the high 64 bits of the computed hash. + A pointer to the Hash128 to updated with the computed hash. + + + + Utilities to compute hashes. + + + + + Append inHash in outHash. + + Hash to append. + Hash that will be updated. + + + + Compute a 128 bit hash based on a value. the type of the value must be a value type. + + A reference to the value to hash. + A reference to the Hash128 to updated with the computed hash. + + + + Compute a 128 bit hash based on a value. the type of the value must be a value type. + + A reference to the value to hash. + A reference to the Hash128 to updated with the computed hash. + + + + Compute a Hash128 of a Matrix4x4. + + The Matrix4x4 to hash. + The computed hash. + + + + Compute a Hash128 of a Vector3. + + The Vector3 to hash. + The computed hash. + + + + A set of flags that describe the level of HDR display support available on the system. + + + + + Flag used to denote if the system supports automatic tonemapping to HDR displays. + + + + + Flag used to denote that support for HDR displays is not available on the system. + + + + + Flag used to denote that the system can change whether output is performed in HDR or SDR ranges at runtime when connected to an HDR display. + + + + + Flag used to denote that support for HDR displays is available on the system. + + + + + Provides access to HDR display settings and information. + + + + + Describes whether HDR output is currently active on the display. It is true if this is the case, and @@false@ otherwise. + + + + + Describes whether Unity performs HDR tonemapping automatically. + + + + + Describes whether HDR is currently available on your primary display and that you have HDR enabled in your Unity Project. It is true if this is the case, and false otherwise. + + + + + The ColorGamut used to output to the active HDR display. + + + + + The list of currently connected displays with possible HDR availability. + + + + + The RenderTextureFormat of the display buffer for the active HDR display. + + + + + The Experimental.Rendering.GraphicsFormat of the display buffer for the active HDR display. + + + + + The HDROutputSettings for the main display. + + + + + Maximum input luminance at which gradation is preserved even when the entire screen is bright. + + + + + Maximum input luminance at which gradation is preserved when 10% of the screen is bright. + + + + + Minimum input luminance at which gradation is identifiable. + + + + + The base luminance of a white paper surface in nits or candela per square meter (cd/m2). + + + + + Describes whether the user has requested to change the HDR Output Mode. It is true if this is the case, and false otherwise. + + + + + Use this function to request a change in the HDR Output Mode and in the value of HDROutputSettings.active. + + Indicates whether HDR should be enabled. + + + + Sets the base luminance of a white paper surface in nits or candela per square meter (cd/m2). + + The brightness of paper white in nits. + + + + Use this PropertyAttribute to add a header above some fields in the Inspector. + + + + + The header text. + + + + + Add a header above some fields in the Inspector. + + The header text. + + + + Provide a custom documentation URL for a class. + + + + + Initialize the HelpURL attribute with a documentation url. + + The custom documentation URL for this class. + + + + The documentation URL specified for this class. + + + + + Bit mask that controls object destruction, saving and visibility in inspectors. + + + + + The object will not be saved to the Scene. It will not be destroyed when a new Scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset. + + + + + The object will not be saved when building a player. + + + + + The object will not be saved to the Scene in the editor. + + + + + The object will not be unloaded by Resources.UnloadUnusedAssets. + + + + + The GameObject is not shown in the Hierarchy, not saved to Scenes, and not unloaded by Resources.UnloadUnusedAssets. + + + + + The object will not appear in the hierarchy. + + + + + It is not possible to view it in the inspector. + + + + + A normal, visible object. This is the default. + + + + + The object is not editable in the Inspector. + + + + + Makes a variable not show up in the inspector but be serialized. + + + + + This is the data structure for holding individual host information. + + + + + A miscellaneous comment (can hold data). + + + + + Currently connected players. + + + + + The name of the game (like John Doe's Game). + + + + + The type of the game (like "MyUniqueGameType"). + + + + + The GUID of the host, needed when connecting with NAT punchthrough. + + + + + Server IP address. + + + + + Does the server require a password? + + + + + Maximum players limit. + + + + + Server port. + + + + + Does this server require NAT punchthrough? + + + + + Attribute to specify an icon for a MonoBehaviour or ScriptableObject. + + + + + A project-relative path to a texture. + + + + + Create an IconAttribute with a path to an icon. + + A project-relative path to a texture. + + + + Interface for objects used as resolvers on ExposedReferences. + + + + + Remove a value for the given reference. + + Identifier of the ExposedReference. + + + + Retrieves a value for the given identifier. + + Identifier of the ExposedReference. + Is the identifier valid? + + The value stored in the table. + + + + + Assigns a value for an ExposedReference. + + Identifier of the ExposedReference. + The value to assigned to the ExposedReference. + + + + Interface for custom logger implementation. + + + + + To selective enable debug log message. + + + + + To runtime toggle debug logging [ON/OFF]. + + + + + Set Logger.ILogHandler. + + + + + Check logging is enabled based on the LogType. + + + + Retrun true in case logs of LogType will be logged otherwise returns false. + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + A variant of ILogger.Log that logs an error message. + + + + + + + + A variant of ILogger.Log that logs an error message. + + + + + + + + A variant of ILogger.Log that logs an exception message. + + + + + + Logs a formatted message. + + + + + + + + A variant of Logger.Log that logs an warning message. + + + + + + + + A variant of Logger.Log that logs an warning message. + + + + + + + + Interface for custom log handler implementation. + + + + + A variant of ILogHandler.LogFormat that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + Any Image Effect with this attribute will be rendered after Dynamic Resolution stage. + + + + + Any Image Effect with this attribute can be rendered into the Scene view camera. + + + + + Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. + + + + + When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering. + + + + + Use this attribute when image effects are implemented using Command Buffers. + + + + + Use this attribute on enum value declarations to change the display name shown in the Inspector. + + + + + Name to display in the Inspector. + + + + + Specify a display name for an enum value. + + The name to display. + + + + ActivityIndicator Style (iOS Specific). + + + + + Do not show ActivityIndicator. + + + + + The standard gray style of indicator (UIActivityIndicatorViewStyleGray). + + + + + The standard white style of indicator (UIActivityIndicatorViewStyleWhite). + + + + + The large white style of indicator (UIActivityIndicatorViewStyleWhiteLarge). + + + + + ADBannerView is a wrapper around the ADBannerView class found in the Apple iAd framework and is only available on iOS. + + + + + Banner layout. + + + + + Checks if banner contents are loaded. + + + + + The position of the banner view. + + + + + The size of the banner view. + + + + + Banner visibility. Initially banner is not visible. + + + + + Will be fired when banner ad failed to load. + + + + + Will be fired when banner was clicked. + + + + + Will be fired when banner loaded new ad. + + + + + Creates a banner view with given type and auto-layout params. + + + + + + + Checks if the banner type is available (e.g. MediumRect is available only starting with ios6). + + + + + + Specifies how banner should be layed out on screen. + + + + + Traditional Banner: align to screen bottom. + + + + + Rect Banner: align to screen bottom, placing at the center. + + + + + Rect Banner: place in bottom-left corner. + + + + + Rect Banner: place in bottom-right corner. + + + + + Rect Banner: place exactly at screen center. + + + + + Rect Banner: align to screen left, placing at the center. + + + + + Rect Banner: align to screen right, placing at the center. + + + + + Completely manual positioning. + + + + + Traditional Banner: align to screen top. + + + + + Rect Banner: align to screen top, placing at the center. + + + + + Rect Banner: place in top-left corner. + + + + + Rect Banner: place in top-right corner. + + + + + The type of the banner view. + + + + + Traditional Banner (it takes full screen width). + + + + + Rect Banner (300x250). + + + + + ADInterstitialAd is a wrapper around the ADInterstitialAd class found in the Apple iAd framework and is only available on iPad. + + + + + Checks if InterstitialAd is available (it is available on iPad since iOS 4.3, and on iPhone since iOS 7.0). + + + + + Has the interstitial ad object downloaded an advertisement? (Read Only) + + + + + Creates an interstitial ad. + + + + + + Creates an interstitial ad. + + + + + + Will be called when ad is ready to be shown. + + + + + Will be called when user viewed ad contents: i.e. they went past the initial screen. Please note that it is impossible to determine if they clicked on any links in ad sequences that follows the initial screen. + + + + + Reload advertisement. + + + + + Shows full-screen advertisement to user. + + + + + Specify calendar types. + + + + + Identifies the Buddhist calendar. + + + + + Identifies the Chinese calendar. + + + + + Identifies the Gregorian calendar. + + + + + Identifies the Hebrew calendar. + + + + + Identifies the Indian calendar. + + + + + Identifies the Islamic calendar. + + + + + Identifies the Islamic civil calendar. + + + + + Identifies the ISO8601. + + + + + Identifies the Japanese calendar. + + + + + Identifies the Persian calendar. + + + + + Identifies the Republic of China (Taiwan) calendar. + + + + + Specify calendrical units. + + + + + Specifies the day unit. + + + + + Specifies the era unit. + + + + + Specifies the hour unit. + + + + + Specifies the minute unit. + + + + + Specifies the month unit. + + + + + Specifies the quarter of the calendar. + + + + + Specifies the second unit. + + + + + Specifies the week unit. + + + + + Specifies the weekday unit. + + + + + Specifies the ordinal weekday unit. + + + + + Specifies the year unit. + + + + + Interface into iOS specific functionality. + + + + + Advertising ID. + + + + + Is advertising tracking enabled. + + + + + Defer system gestures until the second swipe on specific edges. + + + + + The generation of the device. (Read Only) + + + + + Specifies whether the home button should be hidden in the iOS build of this application. + + + + + Specifies whether app built for iOS is running on Mac. + + + + + Indicates whether Low Power Mode is enabled on the device. + + + + + iOS version. + + + + + Vendor ID. + + + + + Indicates whether the screen may be dimmed lower than the hardware is normally capable of by emulating it in software. + + + + + Request App Store rating and review from the user. + + + Value indicating whether the underlying API is available or not. False indicates that the iOS version isn't recent enough or that the StoreKit framework is not linked with the app. + + + + + Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations. + + + + + + Set file flag to be excluded from iCloud/iTunes backup. + + + + + + iOS device generation. + + + + + iPad, first generation. + + + + + iPad, second generation. + + + + + iPad, third generation. + + + + + iPad, fourth generation. + + + + + iPad, fifth generation. + + + + + iPad, sixth generation. + + + + + iPad, seventh generation. + + + + + iPad, eighth generation. + + + + + iPad, ninth generation. + + + + + iPad Air. + + + + + iPad Air 2. + + + + + iPad Air, third generation. + + + + + iPad Air, fourth generation. + + + + + iPad Air, fifth generation. + + + + + iPad Mini, first generation. + + + + + iPad Mini, second generation. + + + + + iPad Mini, third generation. + + + + + iPad Mini, fourth generation. + + + + + iPad Mini, fifth generation. + + + + + iPad Mini, sixth generation. + + + + + iPad Pro 9.7", first generation. + + + + + iPad Pro 10.5", second generation 10" iPad. + + + + + iPad Pro 11", first generation. + + + + + iPad Pro 11", second generation. + + + + + iPad Pro 11", third generation. + + + + + iPad Pro 12.9", first generation. + + + + + iPad Pro 12.9", second generation. + + + + + iPad Pro 12.9", third generation. + + + + + iPad Pro 12.9", fourth generation. + + + + + iPad Pro 12.9", fifth generation. + + + + + Yet unknown iPad. + + + + + iPhone, first generation. + + + + + iPhone 11. + + + + + iPhone 11 Pro. + + + + + iPhone 11 Pro Max. + + + + + iPhone 12. + + + + + iPhone 12 Mini. + + + + + iPhone 12 Pro. + + + + + iPhone 12 Pro Max. + + + + + iPhone 13. + + + + + iPhone 13 Mini. + + + + + iPhone 13 Pro. + + + + + iPhone 13 Pro Max. + + + + + iPhone 14. + + + + + iPhone 14 Plus. + + + + + iPhone 14 Pro. + + + + + iPhone 14 Pro Max. + + + + + iPhone, second generation. + + + + + iPhone, third generation. + + + + + iPhone, fourth generation. + + + + + iPhone, fifth generation. + + + + + iPhone5. + + + + + iPhone 5C. + + + + + iPhone 5S. + + + + + iPhone 6. + + + + + iPhone 6 plus. + + + + + iPhone 6S. + + + + + iPhone 6S Plus. + + + + + iPhone 7. + + + + + iPhone 7 Plus. + + + + + iPhone 8. + + + + + iPhone 8 Plus. + + + + + iPhone SE, first generation. + + + + + iPhone SE, second generation. + + + + + iPhone SE, third generation. + + + + + Yet unknown iPhone. + + + + + iPhone X. + + + + + iPhone XR. + + + + + iPhone XS. + + + + + iPhone XSMax. + + + + + iPod Touch, first generation. + + + + + iPod Touch, second generation. + + + + + iPod Touch, third generation. + + + + + iPod Touch, fourth generation. + + + + + iPod Touch, fifth generation. + + + + + iPod Touch, sixth generation. + + + + + iPod Touch, seventh generation. + + + + + Yet unknown iPod Touch. + + + + + iOS.LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhoneiPadiPod Touch. + + + + + The title of the action button or slider. + + + + + The message displayed in the notification alert. + + + + + Identifies the image used as the launch image when the user taps the action button. + + + + + A short description of the reason for the alert. + + + + + The number to display as the application's icon badge. + + + + + The default system sound. (Read Only) + + + + + The date and time when the system should deliver the notification. + + + + + A boolean value that controls whether the alert action is visible or not. + + + + + The calendar type (Gregorian, Chinese, etc) to use for rescheduling the notification. + + + + + The calendar interval at which to reschedule the notification. + + + + + The name of the sound file to play when an alert is displayed. + + + + + The time zone of the notification's fire date. + + + + + A dictionary for passing custom information to the notified application. + + + + + Creates a new local notification. + + + + + NotificationServices is only available on iPhoneiPadiPod Touch. + + + + + Device token received from Apple Push Service after calling NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) + + + + + Enabled local and remote notification types. + + + + + The number of received local notifications. (Read Only) + + + + + The list of objects representing received local notifications. (Read Only) + + + + + Returns an error that might occur on registration for remote notifications via NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) + + + + + The number of received remote notifications. (Read Only) + + + + + The list of objects representing received remote notifications. (Read Only) + + + + + All currently scheduled local notifications. + + + + + Cancels the delivery of all scheduled local notifications. + + + + + Cancels the delivery of the specified scheduled local notification. + + + + + + Discards of all received local notifications. + + + + + Discards of all received remote notifications. + + + + + Returns an object representing a specific local notification. (Read Only) + + + + + + Returns an object representing a specific remote notification. (Read Only) + + + + + + Presents a local notification immediately. + + + + + + Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + + Notification types to register for. + Specify true to also register for remote notifications. + + + + Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + + Notification types to register for. + Specify true to also register for remote notifications. + + + + Schedules a local notification. + + + + + + Unregister for remote notifications. + + + + + Specifies local and remote notification types. + + + + + Notification is an alert message. + + + + + Notification is a badge shown above the application's icon. + + + + + No notification types specified. + + + + + Notification is an alert sound. + + + + + On Demand Resources API. + + + + + Indicates whether player was built with "Use On Demand Resources" player setting enabled. + + + + + Creates an On Demand Resources (ODR) request. + + Tags for On Demand Resources that should be included in the request. + + Object representing ODR request. + + + + + Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine. + + + + + Returns an error after operation is complete. + + + + + Sets the priority for request. + + + + + Release all resources kept alive by On Demand Resources (ODR) request. + + + + + Gets file system's path to the resource available in On Demand Resources (ODR) request. + + Resource name. + + + + RemoteNotification is only available on iPhoneiPadiPod Touch. + + + + + The message displayed in the notification alert. (Read Only) + + + + + A short description of the reason for the alert. (Read Only) + + + + + The number to display as the application's icon badge. (Read Only) + + + + + A boolean value that controls whether the alert action is visible or not. (Read Only) + + + + + The name of the sound file to play when an alert is displayed. (Read Only) + + + + + A dictionary for passing custom information to the notified application. (Read Only) + + + + + Bit-mask used to control the deferring of system gestures on iOS. + + + + + Identifies all screen edges. + + + + + Identifies bottom screen edge. + + + + + Identifies left screen edge. + + + + + Disables gesture deferring on all edges. + + + + + Identifies right screen edge. + + + + + Identifies top screen edge. + + + + + Interface to receive callbacks upon serialization and deserialization. + + + + + Implement this method to receive a callback after Unity deserializes your object. + + + + + Implement this method to receive a callback before Unity serializes your object. + + + + + Parallel-for-transform jobs allow you to perform the same independent operation for each position, rotation and scale of all the transforms passed into the job. + + + + + Implement this method to perform work against a specific iteration index and transform. + + The index of the Parallel-for-transform loop at which to perform work. + The position, rotation and scale of the transforms passed into the job. + + + + Extension methods for IJobParallelForTransform. + + + + + Run an IJobParallelForTransform job with read-only access to the transform data. This method makes the job run on the calling thread instead of spreading it out over multiple threads. + + The TransformAccessArray to run this job on. + The job to run. + + + + Schedule an IJobParallelForTransform job with read-write access to the transform data. This method parallelizes access to transforms in different hierarchies. Transforms with a shared root object are always processed on the same thread. + + The job to schedule. + The TransformAccessArray to run this job on. + A JobHandle containing any jobs that must finish executing before this job begins. (Combine multiple jobs with JobHandle.CombineDependencies). Use dependencies to ensure that two jobs reading or writing to the same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Schedule an IJobParallelForTransform job with read-only access to the transform data. This method provides better parallelization because it can read all transforms in parallel instead of just parallelizing over different hierarchies. + + The job to schedule. + The TransformAccessArray to run this job on. + Granularity in which workstealing is performed. A value of 32 means the job queue will steal 32 iterations and then perform them in an efficient inner loop. + A JobHandle containing any jobs that must finish executing before this job begins. (Combine multiple jobs with JobHandle.CombineDependencies). Use dependencies to ensure that two jobs reading or writing to the same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Position, rotation and scale of an object. + + + + + Use this to determine whether this instance refers to a valid Transform. + + + + + The position of the transform relative to the parent. + + + + + The rotation of the transform relative to the parent transform's rotation. + + + + + The scale of the transform relative to the parent. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + The position of the transform in world space. + + + + + The rotation of the transform in world space stored as a Quaternion. + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + TransformAccessArray. + + + + + Returns array capacity. + + + + + isCreated. + + + + + Length. + + + + + Add. + + Transform. + + + + Allocate. + + Capacity. + Desired job count. + TransformAccessArray. + + + + Constructor. + + Transforms. + Desired job count. + Capacity. + + + + Constructor. + + Transforms. + Desired job count. + Capacity. + + + + Dispose. + + + + + Remove item at index. + + Index. + + + + Set transforms. + + Transforms. + + + + Array indexer. + + + + + Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. + + + + + 'a' key. + + + + + The '0' key on the top of the alphanumeric keyboard. + + + + + The '1' key on the top of the alphanumeric keyboard. + + + + + The '2' key on the top of the alphanumeric keyboard. + + + + + The '3' key on the top of the alphanumeric keyboard. + + + + + The '4' key on the top of the alphanumeric keyboard. + + + + + The '5' key on the top of the alphanumeric keyboard. + + + + + The '6' key on the top of the alphanumeric keyboard. + + + + + The '7' key on the top of the alphanumeric keyboard. + + + + + The '8' key on the top of the alphanumeric keyboard. + + + + + The '9' key on the top of the alphanumeric keyboard. + + + + + Alt Gr key. + + + + + Ampersand key '&'. + + + + + Asterisk key '*'. + + + + + At key '@'. + + + + + 'b' key. + + + + + Back quote key '`'. + + + + + Backslash key '\'. + + + + + The backspace key. + + + + + Break key. + + + + + 'c' key. + + + + + Capslock key. + + + + + Caret key '^'. + + + + + The Clear key. + + + + + Colon ':' key. + + + + + Comma ',' key. + + + + + 'd' key. + + + + + The forward delete key. + + + + + Dollar sign key '$'. + + + + + Double quote key '"'. + + + + + Down arrow key. + + + + + 'e' key. + + + + + End key. + + + + + Equals '=' key. + + + + + Escape key. + + + + + Exclamation mark key '!'. + + + + + 'f' key. + + + + + F1 function key. + + + + + F10 function key. + + + + + F11 function key. + + + + + F12 function key. + + + + + F13 function key. + + + + + F14 function key. + + + + + F15 function key. + + + + + F2 function key. + + + + + F3 function key. + + + + + F4 function key. + + + + + F5 function key. + + + + + F6 function key. + + + + + F7 function key. + + + + + F8 function key. + + + + + F9 function key. + + + + + 'g' key. + + + + + Greater than '>' key. + + + + + 'h' key. + + + + + Hash key '#'. + + + + + Help key. + + + + + Home key. + + + + + 'i' key. + + + + + Insert key key. + + + + + 'j' key. + + + + + Button 0 on first joystick. + + + + + Button 1 on first joystick. + + + + + Button 10 on first joystick. + + + + + Button 11 on first joystick. + + + + + Button 12 on first joystick. + + + + + Button 13 on first joystick. + + + + + Button 14 on first joystick. + + + + + Button 15 on first joystick. + + + + + Button 16 on first joystick. + + + + + Button 17 on first joystick. + + + + + Button 18 on first joystick. + + + + + Button 19 on first joystick. + + + + + Button 2 on first joystick. + + + + + Button 3 on first joystick. + + + + + Button 4 on first joystick. + + + + + Button 5 on first joystick. + + + + + Button 6 on first joystick. + + + + + Button 7 on first joystick. + + + + + Button 8 on first joystick. + + + + + Button 9 on first joystick. + + + + + Button 0 on second joystick. + + + + + Button 1 on second joystick. + + + + + Button 10 on second joystick. + + + + + Button 11 on second joystick. + + + + + Button 12 on second joystick. + + + + + Button 13 on second joystick. + + + + + Button 14 on second joystick. + + + + + Button 15 on second joystick. + + + + + Button 16 on second joystick. + + + + + Button 17 on second joystick. + + + + + Button 18 on second joystick. + + + + + Button 19 on second joystick. + + + + + Button 2 on second joystick. + + + + + Button 3 on second joystick. + + + + + Button 4 on second joystick. + + + + + Button 5 on second joystick. + + + + + Button 6 on second joystick. + + + + + Button 7 on second joystick. + + + + + Button 8 on second joystick. + + + + + Button 9 on second joystick. + + + + + Button 0 on third joystick. + + + + + Button 1 on third joystick. + + + + + Button 10 on third joystick. + + + + + Button 11 on third joystick. + + + + + Button 12 on third joystick. + + + + + Button 13 on third joystick. + + + + + Button 14 on third joystick. + + + + + Button 15 on third joystick. + + + + + Button 16 on third joystick. + + + + + Button 17 on third joystick. + + + + + Button 18 on third joystick. + + + + + Button 19 on third joystick. + + + + + Button 2 on third joystick. + + + + + Button 3 on third joystick. + + + + + Button 4 on third joystick. + + + + + Button 5 on third joystick. + + + + + Button 6 on third joystick. + + + + + Button 7 on third joystick. + + + + + Button 8 on third joystick. + + + + + Button 9 on third joystick. + + + + + Button 0 on forth joystick. + + + + + Button 1 on forth joystick. + + + + + Button 10 on forth joystick. + + + + + Button 11 on forth joystick. + + + + + Button 12 on forth joystick. + + + + + Button 13 on forth joystick. + + + + + Button 14 on forth joystick. + + + + + Button 15 on forth joystick. + + + + + Button 16 on forth joystick. + + + + + Button 17 on forth joystick. + + + + + Button 18 on forth joystick. + + + + + Button 19 on forth joystick. + + + + + Button 2 on forth joystick. + + + + + Button 3 on forth joystick. + + + + + Button 4 on forth joystick. + + + + + Button 5 on forth joystick. + + + + + Button 6 on forth joystick. + + + + + Button 7 on forth joystick. + + + + + Button 8 on forth joystick. + + + + + Button 9 on forth joystick. + + + + + Button 0 on fifth joystick. + + + + + Button 1 on fifth joystick. + + + + + Button 10 on fifth joystick. + + + + + Button 11 on fifth joystick. + + + + + Button 12 on fifth joystick. + + + + + Button 13 on fifth joystick. + + + + + Button 14 on fifth joystick. + + + + + Button 15 on fifth joystick. + + + + + Button 16 on fifth joystick. + + + + + Button 17 on fifth joystick. + + + + + Button 18 on fifth joystick. + + + + + Button 19 on fifth joystick. + + + + + Button 2 on fifth joystick. + + + + + Button 3 on fifth joystick. + + + + + Button 4 on fifth joystick. + + + + + Button 5 on fifth joystick. + + + + + Button 6 on fifth joystick. + + + + + Button 7 on fifth joystick. + + + + + Button 8 on fifth joystick. + + + + + Button 9 on fifth joystick. + + + + + Button 0 on sixth joystick. + + + + + Button 1 on sixth joystick. + + + + + Button 10 on sixth joystick. + + + + + Button 11 on sixth joystick. + + + + + Button 12 on sixth joystick. + + + + + Button 13 on sixth joystick. + + + + + Button 14 on sixth joystick. + + + + + Button 15 on sixth joystick. + + + + + Button 16 on sixth joystick. + + + + + Button 17 on sixth joystick. + + + + + Button 18 on sixth joystick. + + + + + Button 19 on sixth joystick. + + + + + Button 2 on sixth joystick. + + + + + Button 3 on sixth joystick. + + + + + Button 4 on sixth joystick. + + + + + Button 5 on sixth joystick. + + + + + Button 6 on sixth joystick. + + + + + Button 7 on sixth joystick. + + + + + Button 8 on sixth joystick. + + + + + Button 9 on sixth joystick. + + + + + Button 0 on seventh joystick. + + + + + Button 1 on seventh joystick. + + + + + Button 10 on seventh joystick. + + + + + Button 11 on seventh joystick. + + + + + Button 12 on seventh joystick. + + + + + Button 13 on seventh joystick. + + + + + Button 14 on seventh joystick. + + + + + Button 15 on seventh joystick. + + + + + Button 16 on seventh joystick. + + + + + Button 17 on seventh joystick. + + + + + Button 18 on seventh joystick. + + + + + Button 19 on seventh joystick. + + + + + Button 2 on seventh joystick. + + + + + Button 3 on seventh joystick. + + + + + Button 4 on seventh joystick. + + + + + Button 5 on seventh joystick. + + + + + Button 6 on seventh joystick. + + + + + Button 7 on seventh joystick. + + + + + Button 8 on seventh joystick. + + + + + Button 9 on seventh joystick. + + + + + Button 0 on eighth joystick. + + + + + Button 1 on eighth joystick. + + + + + Button 10 on eighth joystick. + + + + + Button 11 on eighth joystick. + + + + + Button 12 on eighth joystick. + + + + + Button 13 on eighth joystick. + + + + + Button 14 on eighth joystick. + + + + + Button 15 on eighth joystick. + + + + + Button 16 on eighth joystick. + + + + + Button 17 on eighth joystick. + + + + + Button 18 on eighth joystick. + + + + + Button 19 on eighth joystick. + + + + + Button 2 on eighth joystick. + + + + + Button 3 on eighth joystick. + + + + + Button 4 on eighth joystick. + + + + + Button 5 on eighth joystick. + + + + + Button 6 on eighth joystick. + + + + + Button 7 on eighth joystick. + + + + + Button 8 on eighth joystick. + + + + + Button 9 on eighth joystick. + + + + + Button 0 on any joystick. + + + + + Button 1 on any joystick. + + + + + Button 10 on any joystick. + + + + + Button 11 on any joystick. + + + + + Button 12 on any joystick. + + + + + Button 13 on any joystick. + + + + + Button 14 on any joystick. + + + + + Button 15 on any joystick. + + + + + Button 16 on any joystick. + + + + + Button 17 on any joystick. + + + + + Button 18 on any joystick. + + + + + Button 19 on any joystick. + + + + + Button 2 on any joystick. + + + + + Button 3 on any joystick. + + + + + Button 4 on any joystick. + + + + + Button 5 on any joystick. + + + + + Button 6 on any joystick. + + + + + Button 7 on any joystick. + + + + + Button 8 on any joystick. + + + + + Button 9 on any joystick. + + + + + 'k' key. + + + + + Numeric keypad 0. + + + + + Numeric keypad 1. + + + + + Numeric keypad 2. + + + + + Numeric keypad 3. + + + + + Numeric keypad 4. + + + + + Numeric keypad 5. + + + + + Numeric keypad 6. + + + + + Numeric keypad 7. + + + + + Numeric keypad 8. + + + + + Numeric keypad 9. + + + + + Numeric keypad '/'. + + + + + Numeric keypad Enter. + + + + + Numeric keypad '='. + + + + + Numeric keypad '-'. + + + + + Numeric keypad '*'. + + + + + Numeric keypad '.'. + + + + + Numeric keypad '+'. + + + + + 'l' key. + + + + + Left Alt key. + + + + + Left Command key. + + + + + Left arrow key. + + + + + Left square bracket key '['. + + + + + Left Command key. + + + + + Left Control key. + + + + + Left curly bracket key '{'. + + + + + Maps to left Windows key or left Command key if physical keys are enabled in Input Manager settings, otherwise maps to left Command key only. + + + + + Left Parenthesis key '('. + + + + + Left shift key. + + + + + Left Windows key. + + + + + Less than '<' key. + + + + + 'm' key. + + + + + Menu key. + + + + + Minus '-' key. + + + + + The Left (or primary) mouse button. + + + + + Right mouse button (or secondary mouse button). + + + + + Middle mouse button (or third button). + + + + + Additional (fourth) mouse button. + + + + + Additional (fifth) mouse button. + + + + + Additional (or sixth) mouse button. + + + + + Additional (or seventh) mouse button. + + + + + 'n' key. + + + + + Not assigned (never returned as the result of a keystroke). + + + + + Numlock key. + + + + + 'o' key. + + + + + 'p' key. + + + + + Page down. + + + + + Page up. + + + + + Pause on PC machines. + + + + + Percent '%' key. + + + + + Period '.' key. + + + + + Pipe '|' key. + + + + + Plus key '+'. + + + + + Print key. + + + + + 'q' key. + + + + + Question mark '?' key. + + + + + Quote key '. + + + + + 'r' key. + + + + + Return key. + + + + + Right Alt key. + + + + + Right Command key. + + + + + Right arrow key. + + + + + Right square bracket key ']'. + + + + + Right Command key. + + + + + Right Control key. + + + + + Right curly bracket key '}'. + + + + + Maps to right Windows key or right Command key if physical keys are enabled in Input Manager settings, otherwise maps to right Command key only. + + + + + Right Parenthesis key ')'. + + + + + Right shift key. + + + + + Right Windows key. + + + + + 's' key. + + + + + Scroll lock key. + + + + + Semicolon ';' key. + + + + + Slash '/' key. + + + + + Space key. + + + + + Sys Req key. + + + + + 't' key. + + + + + The tab key. + + + + + Tilde '~' key. + + + + + 'u' key. + + + + + Underscore '_' key. + + + + + Up arrow key. + + + + + 'v' key. + + + + + 'w' key. + + + + + 'x' key. + + + + + 'y' key. + + + + + 'z' key. + + + + + A single keyframe that can be injected into an animation curve. + + + + + Sets the incoming tangent for this key. The incoming tangent affects the slope of the curve from the previous key to this key. + + + + + Sets the incoming weight for this key. The incoming weight affects the slope of the curve from the previous key to this key. + + + + + Sets the outgoing tangent for this key. The outgoing tangent affects the slope of the curve from this key to the next key. + + + + + Sets the outgoing weight for this key. The outgoing weight affects the slope of the curve from this key to the next key. + + + + + TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead. + + + + + The time of the keyframe. + + + + + The value of the curve at keyframe. + + + + + Weighted mode for the keyframe. + + + + + Create a keyframe. + + + + + + + Create a keyframe. + + + + + + + + + Create a keyframe. + + + + + + + + + + + Specifies Layers to use in a Physics.Raycast. + + + + + Converts a layer mask value to an integer value. + + + + + Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them. + + List of layer names to convert to a layer mask. + + The layer mask created from the layerNames. + + + + + Implicitly converts an integer to a LayerMask. + + + + + + Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the. + + + + + + Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the. + + + + + + Serializable lazy reference to a UnityEngine.Object contained in an asset file. + + + + + Accessor to the referenced asset. + + + + + Returns the instance id to the referenced asset. + + + + + Convenience property that checks whether the reference is broken: refers to an object that is either not available or not loadable. + + + + + Determines if an asset is being targeted, regardless of whether the asset is available for loading. + + + + + Construct a new LazyLoadReference. + + The asset reference. + The asset instance ID. + + + + Construct a new LazyLoadReference. + + The asset reference. + The asset instance ID. + + + + Implicit conversion from instance ID to LazyLoadReference. + + The asset instance ID. + + + + Implicit conversion from asset reference to LazyLoadReference. + + The asset reference. + + + + Script interface for a. + + + + + The strength of the flare. + + + + + The color of the flare. + + + + + The fade speed of the flare. + + + + + The to use. + + + + + Script interface for. + + + + + The size of the area light (Editor only). + + + + + This property describes the output of the last Global Illumination bake. + + + + + The multiplier that defines the strength of the bounce lighting. + + + + + Bounding sphere used to override the regular light bounding sphere during culling. + + + + + The color of the light. + + + + + + The color temperature of the light. + Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. A candle light is 1800K and a soft warm light bulb is 2700K. + If you want to use colorTemperature, GraphicsSettings.lightsUseLinearIntensity and Light.useColorTemperature has to be enabled. + See Also: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.useColorTemperature. + + + + + + Number of command buffers set up on this light (Read Only). + + + + + The cookie texture projected by the light. + + + + + The size of a directional light's cookie. + + + + + This is used to light certain objects in the Scene selectively. + + + + + The to use for this light. + + + + + The angle of the light's spotlight inner cone in degrees. + + + + + The Intensity of a light is multiplied with the Light color. + + + + + Is the light contribution already stored in lightmaps and/or lightprobes (Read Only). Obsolete; replaced by Light-lightmapBakeType. + + + + + Per-light, per-layer shadow culling distances. Directional lights only. + + + + + This property describes what part of a light's contribution can be baked (Editor only). + + + + + Allows you to override the global Shadowmask Mode per light. Only use this with render pipelines that can handle per light Shadowmask modes. Incompatible with the legacy renderers. + + + + + The range of the light. + + + + + Determines which rendering LayerMask this Light affects. + + + + + How to render the light. + + + + + Controls the amount of artificial softening applied to the edges of shadows cast by directional lights. + + + + + Shadow mapping constant bias. + + + + + The custom resolution of the shadow map. + + + + + Projection matrix used to override the regular light matrix during shadow culling. + + + + + Near plane value to use for shadow frustums. + + + + + Shadow mapping normal-based bias. + + + + + Controls the amount of artificial softening applied to the edges of shadows cast by the Point or Spot light. + + + + + The resolution of the shadow map. + + + + + How this light casts shadows + + + + + Strength of light's shadows. + + + + + This property describes the shape of the spot light. Only Scriptable Render Pipelines use this property; the built-in renderer does not support it. + + + + + The angle of the light's spotlight cone in degrees. + + + + + The type of the light. + + + + + Set to true to override light bounding sphere for culling. + + + + + Set to true to use the color temperature. + + + + + Set to true to enable custom matrix for culling during shadows. + + + + + Whether to cull shadows for this Light when the Light is outside of the view frustum. + + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + A mask specifying which shadow passes to execute the buffer for. + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + A mask specifying which shadow passes to execute the buffer for. + + + + Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. + + The point during the graphics processing at which this command buffer should commence on the GPU. + The buffer to execute. + The desired async compute queue type to execute the buffer on. + A mask specifying which shadow passes to execute the buffer for. + + + + Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. + + The point during the graphics processing at which this command buffer should commence on the GPU. + The buffer to execute. + The desired async compute queue type to execute the buffer on. + A mask specifying which shadow passes to execute the buffer for. + + + + Get command buffers to be executed at a specified place. + + When to execute the command buffer during rendering. + + Array of command buffers. + + + + + Remove all command buffers set on this light. + + + + + Remove command buffer from execution at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Remove command buffers from execution at a specified place. + + When to execute the command buffer during rendering. + + + + Revert all light parameters to default. + + + + + Sets a light dirty to notify the light baking backends to update their internal light representation (Editor only). + + + + + Struct describing the result of a Global Illumination bake for a given light. + + + + + Is the light contribution already stored in lightmaps and/or lightprobes? + + + + + This property describes what part of a light's contribution was baked. + + + + + In case of a LightmapBakeType.Mixed light, describes what Mixed mode was used to bake the light, irrelevant otherwise. + + + + + In case of a LightmapBakeType.Mixed light, contains the index of the occlusion mask channel to use if any, otherwise -1. + + + + + In case of a LightmapBakeType.Mixed light, contains the index of the light as seen from the occlusion probes point of view if any, otherwise -1. + + + + + An object containing settings for precomputing lighting data, that Unity can serialize as a. + + + + + The intensity of surface albedo throughout the Scene when considered in lighting calculations. This value influences the energy of light at each bounce. (Editor only). + + + + + Whether to apply ambient occlusion to lightmaps. (Editor only). + + + + + Determines the degree to which direct lighting is considered when calculating ambient occlusion in lightmaps. (Editor only). + + + + + Sets the contrast of ambient occlusion that Unity applies to indirect lighting in lightmaps. (Editor only). + + + + + The distance that a ray travels before Unity considers it to be unoccluded when calculating ambient occlusion in lightmaps. (Editor only). + + + + + Whether the Unity Editor automatically precomputes lighting data when the Scene data changes. (Editor only). + + + + + Whether to enable the Baked Global Illumination system for this Scene. + + + + + This property is now obsolete. Use LightingSettings.maxBounces. + + + + + Whether to compress the lightmap textures that the Progressive Lightmapper generates. (Editor only) + + + + + Determines the type of denoising that the Progressive Lightmapper applies to ambient occlusion in lightmaps. (Editor only). + + + + + Determines the denoiser that the Progressive Lightmapper applies to direct lighting. (Editor only). + + + + + Determines the denoiser that the Progressive Lightmapper applies to indirect lighting. (Editor only). + + + + + Determines whether the lightmapper should generate directional or non-directional lightmaps. (Editor only). + + + + + Specifies the number of samples the Progressive Lightmapper uses for direct lighting calculations. (Editor only). + + + + + Specifies the number of samples the Progressive Lightmapper uses when sampling indirect lighting from the skybox. (Editor only). + + + + + Whether the Progressive Lightmapper exports machine learning training data to the Project folder when it performs the bake. ( Editor only). + + + + + Whether the Progressive Lightmapper extracts Ambient Occlusion to a separate lightmap. (Editor only). + + + + + Specifies the threshold the Progressive Lightmapper uses to filter direct light stored in the lightmap when using the A-Trous filter. (Editor only). + + + + + Specifies the threshold the Progressive Lightmapper uses to filter the indirect lighting component of the lightmap when using the A-Trous filter. (Editor only). + + + + + Specifies the radius the Progressive Lightmapper uses to filter the ambient occlusion component in the lightmap when using Gaussian filter. (Editor only). + + + + + Specifies the radius the Progressive Lightmapper uses to filter the direct lighting component of the lightmap when using Gaussian filter. (Editor only). + + + + + Specifies the radius the Progressive Lightmapper used to filter the indirect lighting component of the lightmap when using Gaussian filter. (Editor only). + + + + + Specifies the method used by the Progressive Lightmapper to reduce noise in lightmaps. (Editor only). + + + + + Specifies the filter type that the Progressive Lightmapper uses for ambient occlusion. (Editor only). + + + + + Specifies the filter kernel that the Progressive Lightmapper uses for ambient occlusion. (Editor only). + + + + + Specifies the filter kernel that the Progressive Lightmapper uses for the direct lighting. (Editor only). + + + + + Specifies the filter kernel that the Progressive Lightmapper uses for indirect lighting. (Editor only). + + + + + Specifies whether the Editor calculates the final global illumination light bounce at the same resolution as the baked lightmap. + + + + + Controls whether a denoising filter is applied to the final gather output. + + + + + Controls the number of rays emitted for every final gather point. A final gather point is a lightmap texel in the final, composited lightmap. (Editor only). + + + + + Defines the number of texels that Enlighten Realtime Global Illumination uses per world unit when calculating indirect lighting. (Editor only). + + + + + Specifies the number of samples the Progressive Lightmapper uses for indirect lighting calculations. (Editor only). + + + + + Multiplies the intensity of of indirect lighting in lightmaps. (Editor only). + + + + + The level of compression the Editor uses for lightmaps. + + + + + The maximum size in pixels of an individual lightmap texture. (Editor only). + + + + + Sets the distance (in texels) between separate UV tiles in lightmaps. (Editor only). + + + + + Determines which backend to use for baking lightmaps in the Baked Global Illumination system. (Editor only). + + + + + Defines the number of texels to use per world unit when generating lightmaps. + + + + + Specifies the number of samples to use for Light Probes relative to the number of samples for lightmap texels. (Editor only). + + + + + Stores the maximum number of bounces the Progressive Lightmapper computes for indirect lighting. (Editor only) + + + + + Stores the minimum number of bounces the Progressive Lightmapper computes for indirect lighting. (Editor only) + + + + + Sets the MixedLightingMode that Unity uses for all Mixed Lights in the Scene. (Editor only). + + + + + Whether the Progressive Lightmapper prioritizes baking visible texels within the frustum of the Scene view. (Editor only). + + + + + Determines the lightmap that Unity stores environment lighting in. + + + + + Whether to enable the Enlighten Realtime Global Illumination system for this Scene. + + + + + This property is now obsolete. Use LightingSettings.minBounces. + + + + + Determines the name of the destination folder for the exported textures. (Editor only). + + + + + The available denoisers for the Progressive Lightmapper. + + + + + Use this to disable denoising for the lightmap. + + + + + Intel Open Image Denoiser. + + + + + NVIDIA Optix Denoiser. + + + + + RadeonPro Denoiser. + + + + + The available filtering modes for the Progressive Lightmapper. + + + + + When enabled, you can configure the filtering settings for the Progressive Lightmapper. When disabled, the default filtering settings apply. + + + + + The filtering is configured automatically. + + + + + No filtering. + + + + + The available filter kernels for the Progressive Lightmapper. + + + + + When enabled, the lightmap uses an A-Trous filter. + + + + + When enabled, the lightmap uses a Gaussian filter. + + + + + When enabled, the lightmap uses no filtering. + + + + + Backends available for baking lighting. + + + + + Backend for baking lighting with Enlighten Baked Global Illumination, based on the Enlighten radiosity middleware. + + + + + Backend for baking lighting using the CPU. Uses a progressive path tracing algorithm. + + + + + Backend for baking lighting using the GPU. Uses a progressive path tracing algorithm. + + + + + Enum describing what part of a light contribution can be baked. + + + + + Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes. + + + + + Mixed lights allow a mix of real-time and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but can change color and intensity at run time. Changes to color and intensity only affect direct lighting as indirect lighting gets baked. If using Subtractive mode, changes to color or intensity are not calculated at run time on static objects. + + + + + Real-time lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other properties at run time. No lighting gets baked into lightmaps or light probes.. + + + + + A set of options for the level of compression the Editor uses for lightmaps. + + + + + Compresses lightmaps in a high-quality format. Requires more memory and storage than Normal Quality, but provides better visual results. + + + + + Compresses lightmaps in a low-quality format. This may use less memory and storage than Normal Quality, but can also introduce visual artifacts. + + + + + Does not compress lightmaps. + + + + + Compresses lightmaps in a medium-quality format. Provides better visual results better than Low Quality but not as good as High Quality. This is a good trade-off between memory usage and visual quality. + + + + + Data of a lightmap. + + + + + Lightmap storing color of incoming light. + + + + + Lightmap storing dominant direction of incoming light. + + + + + Texture storing occlusion mask per light (ShadowMask, up to four lights). + + + + + Stores lightmaps of the Scene. + + + + + Lightmap array. + + + + + NonDirectional or CombinedDirectional Specular lightmaps rendering mode. + + + + + Baked Light Probe data. + + + + + Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store. + + + + + Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps. + + + + + Light intensity (no directional information), encoded as 1 lightmap. + + + + + Directional information for direct light is stored separately from directional information for indirect light, encoded as 4 lightmaps. + + + + + Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy + + + + + Directional rendering mode. + + + + + Dual lightmap rendering mode. + + + + + Single, traditional lightmap rendering mode. + + + + + Light Probe Group. + + + + + Removes ringing from probes if enabled. + + + + + Editor only function to access and modify probe positions. + + + + + The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects. + + + + + The bounding box mode for generating the 3D grid of interpolated Light Probes. + + + + + The world-space bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + The texture data format used by the Light Probe Proxy Volume 3D texture. + + + + + The 3D grid resolution on the x-axis. + + + + + The 3D grid resolution on the y-axis. + + + + + The 3D grid resolution on the z-axis. + + + + + Checks if Light Probe Proxy Volumes are supported. + + + + + The local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + Interpolated Light Probe density. + + + + + The mode in which the interpolated Light Probe positions are generated. + + + + + Determines how many Spherical Harmonics bands will be evaluated to compute the ambient color. + + + + + Sets the way the Light Probe Proxy Volume refreshes. + + + + + The resolution mode for generating the grid of interpolated Light Probes. + + + + + The size of the bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + The bounding box mode for generating a grid of interpolated Light Probes. + + + + + The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in local space. + + + + + The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in world space. + + + + + A custom local-space bounding box is used. The user is able to edit the bounding box. + + + + + The texture data format used by the Light Probe Proxy Volume 3D texture. + + + + + A 32-bit floating-point format is used for the Light Probe Proxy Volume 3D texture. + + + + + A 16-bit half floating-point format is used for the Light Probe Proxy Volume 3D texture. + + + + + The mode in which the interpolated Light Probe positions are generated. + + + + + Divide the volume in cells based on resolution, and generate interpolated Light Probe positions in the center of the cells. + + + + + Divide the volume in cells based on resolution, and generate interpolated Light Probes positions in the corner/edge of the cells. + + + + + An enum describing the Quality option used by the Light Probe Proxy Volume component. + + + + + This option will use only two SH coefficients bands: L0 and L1. The coefficients are sampled from the Light Probe Proxy Volume 3D Texture. Using this option might increase the draw call batch sizes by not having to change the L2 coefficients per Renderer. + + + + + This option will use L0 and L1 SH coefficients from the Light Probe Proxy Volume 3D Texture. The L2 coefficients are constant per Renderer. By having to provide the L2 coefficients, draw call batches might be broken. + + + + + An enum describing the way a Light Probe Proxy Volume refreshes in the Player. + + + + + Automatically detects updates in Light Probes and triggers an update of the Light Probe volume. + + + + + Causes Unity to update the Light Probe Proxy Volume every frame. + + + + + Use this option to indicate that the Light Probe Proxy Volume is never to be automatically updated by Unity. + + + + + The resolution mode for generating a grid of interpolated Light Probes. + + + + + The automatic mode uses a number of interpolated Light Probes per unit area, and uses the bounding volume size to compute the resolution. The final resolution value is a power of 2. + + + + + The custom mode allows you to specify the 3D grid resolution. + + + + + Triggers an update of the Light Probe Proxy Volume. + + + + + Stores light probe data for all currently loaded Scenes. + + + + + Coefficients of baked light probes. + + + + + The number of cells space is divided into (Read Only). + + + + + The number of light probes (Read Only). + + + + + An event which is called when the number of currently loaded light probes changes due to additive scene loading or unloading. + + + + + + Positions of the baked light probes (Read Only). + + + + + Event which is called after LightProbes.Tetrahedralize or LightProbes.TetrahedralizeAsync has finished computing a tetrahedralization. + + + + + + Calculate light probes and occlusion probes at the given world space positions. + + The array of world space positions used to evaluate the probes. + The array where the resulting light probes are written to. + The array where the resulting occlusion probes are written to. + + + + Calculate light probes and occlusion probes at the given world space positions. + + The array of world space positions used to evaluate the probes. + The array where the resulting light probes are written to. + The array where the resulting occlusion probes are written to. + + + + Returns an interpolated probe for the given position for both real-time and baked light probes combined. + + + + + + + + Synchronously tetrahedralize the currently loaded LightProbe positions. + + + + + Asynchronously tetrahedralize all currently loaded LightProbe positions. + + + + + How the Light is rendered. + + + + + Automatically choose the render mode. + + + + + Force the Light to be a pixel light. + + + + + Force the Light to be a vertex light. + + + + + Allows mixed lights to control shadow caster culling when Shadowmasks are present. + + + + + Use the global Shadowmask Mode from the quality settings. + + + + + Render all shadow casters into the shadow map. This corresponds with the distance Shadowmask mode. + + + + + Render only non-lightmapped objects into the shadow map. This corresponds with the Shadowmask mode. + + + + + Shadow casting options for a Light. + + + + + Cast "hard" shadows (with no shadow filtering). + + + + + Do not cast shadows (default). + + + + + Cast "soft" shadows (with 4x PCF filtering). + + + + + Describes the shape of a spot light. + + + + + The shape of the spot light resembles a box oriented along the ray direction. + + + + + The shape of the spot light resembles a cone. This is the default shape for spot lights. + + + + + The shape of the spotlight resembles a pyramid or frustum. You can use this to simulate a screening or barn door effect on a normal spotlight. + + + + + The type of a Light. + + + + + The light is a directional light. + + + + + The light is a disc shaped area light. It affects only baked lightmaps and lightprobes. + + + + + The light is a point light. + + + + + The light is a rectangle shaped area light. It affects only baked lightmaps and lightprobes. + + + + + The light is a spot light. + + + + + Control the direction lines face, when using the LineRenderer or TrailRenderer. + + + + + Lines face the direction of the Transform Component. + + + + + Lines face the Z axis of the Transform Component. + + + + + Lines face the camera. + + + + + The line renderer is used to draw free-floating lines in 3D space. + + + + + Select whether the line will face the camera, or the orientation of the Transform Component. + + + + + Set the color gradient describing the color of the line at various points along its length. + + + + + Set the color at the end of the line. + + + + + Set the width at the end of the line. + + + + + Configures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. + + + + + Connect the start and end positions of the line together to form a continuous loop. + + + + + Set this to a value greater than 0, to get rounded corners on each end of the line. + + + + + Set this to a value greater than 0, to get rounded corners between each segment of the line. + + + + + Set the number of line segments. + + + + + Set/get the number of vertices. + + + + + Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the line width at each segment. + + + + + Set the color at the start of the line. + + + + + Set the width at the start of the line. + + + + + Choose whether the U coordinate of the line texture is tiled or stretched. + + + + + If enabled, the lines are defined in world space. + + + + + Set the curve describing the width of the line at various points along its length. + + + + + Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line. + + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Get the position of a vertex in the line. + + The index of the position to retrieve. + + The position at the specified index in the array. + + + + + Get the positions of all vertices in the line. + + The array of positions to retrieve. The array passed should be of at least positionCount in size. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the line. + + The array of positions to retrieve. The array passed should be of at least positionCount in size. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the line. + + The array of positions to retrieve. The array passed should be of at least positionCount in size. + + How many positions were actually stored in the output array. + + + + + Set the line color at the start and at the end. + + + + + + + Set the position of a vertex in the line. + + Which position to set. + The new position. + + + + Set the positions of all vertices in the line. + + The array of positions to set. + + + + Set the positions of all vertices in the line. + + The array of positions to set. + + + + Set the positions of all vertices in the line. + + The array of positions to set. + + + + Set the number of line segments. + + + + + + Set the line width at the start and at the end. + + + + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + + + + Choose how textures are applied to Lines and Trails. + + + + + Map the texture once along the entire length of the line, assuming all vertices are evenly spaced. + + + + + Repeat the texture along the line, repeating at a rate of once per line segment. To adjust the tiling rate, use Material.SetTextureScale. + + + + + Map the texture once along the entire length of the line. + + + + + Repeat the texture along the line, based on its length in world units. To set the tiling rate, use Material.SetTextureScale. + + + + + A collection of common line functions. + + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Structure for building a LOD for passing to the SetLODs function. + + + + + Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated. + + + + + List of renderers for this LOD level. + + + + + The screen relative height to use for the transition [0-1]. + + + + + Construct a LOD. + + The screen relative height to use for the transition [0-1]. + An array of renderers to use for this LOD level. + + + + The LOD (level of detail) fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader. + + + + + Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD. + + + + + Indicates the LOD fading is turned off. + + + + + By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme: + + +* For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in. + + +* For the last mesh LOD and the billboard LOD, the cross-fade mode is used. + + + + + LODGroup lets you group multiple Renderers into LOD levels. + + + + + Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. + + + + + The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. + + + + + Allows you to enable or disable the LODGroup. + + + + + The LOD fade mode used. + + + + + The local reference point against which the LOD distance is calculated. + + + + + The number of LOD levels. + + + + + The size of the LOD object in local space. + + + + + + + The LOD level to use. Passing index < 0 will return to standard LOD processing. + + + + Returns the array of LODs. + + + The LOD array. + + + + + Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). + + + + + Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. + + The LODs to use for this group. + + + + Initializes a new instance of the Logger. + + + + + To selective enable debug log message. + + + + + To runtime toggle debug logging [ON/OFF]. + + + + + Set Logger.ILogHandler. + + + + + Create a custom Logger. + + Pass in default log handler or custom log handler. + + + + Check logging is enabled based on the LogType. + + The type of the log message. + + Retrun true in case logs of LogType will be logged otherwise returns false. + + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an error message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an error message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + A variant of Logger.Log that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + A variant of Logger.Log that logs an warning message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an warning message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Option flags for specifying special treatment of a log message. + + + + + Normal log message. + + + + + The log message will not have a stacktrace appended automatically. + + + + + The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback. + + + + + LogType used for Asserts. (These could also indicate an error inside Unity itself.) + + + + + LogType used for Errors. + + + + + LogType used for Exceptions. + + + + + LogType used for regular log messages. + + + + + LogType used for Warnings. + + + + + The class representing the player loop in Unity. + + + + + Returns the current update order of all engine systems in Unity. + + + + + Returns the default update order of all engine systems in Unity. + + + + + Set a new custom update order of all engine systems in Unity. + + + + + + The representation of a single system being updated by the player loop in Unity. + + + + + The loop condition for a native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop. + + + + + A list of sub systems which run as part of this item in the player loop. + + + + + This property is used to identify which native system this belongs to, or to get the name of the managed system to show in the profiler. + + + + + A managed delegate. You can set this to create a new C# entrypoint in the player loop. + + + + + A native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop. + + + + + This attribute provides a way to declaratively define a Lumin platform level requirement that is automatically added to the manifest at build time. + + + + + Minimum platform level that is required. + + + + + + This attribute provides a way to declaratively define a Lumin privilege requirement that is automatically added to the manifest at build time. + + + + + Privilege identifer to request + + + + + + The Master Server is used to make matchmaking between servers and clients easy. + + + + + Report this machine as a dedicated server. + + + + + The IP address of the master server. + + + + + The connection port of the master server. + + + + + Set the minimum update rate for master server host information update. + + + + + Clear the host list which was received by MasterServer.PollHostList. + + + + + Check for the latest host list received by using MasterServer.RequestHostList. + + + + + Register this server on the master server. + + + + + + + + Register this server on the master server. + + + + + + + + Request a host list from the master server. + + + + + + Unregister this server from the master server. + + + + + Describes status messages from the master server as returned in MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent. + + + + + The material class. + + + + + The main color of the Material. + + + + + Gets and sets whether the Double Sided Global Illumination setting is enabled for this material. + + + + + An array containing the local shader keywords that are currently enabled for this material. + + + + + Gets and sets whether GPU instancing is enabled for this material. + + + + + Defines how the material should interact with lightmaps and lightprobes. + + + + + The main texture. + + + + + The offset of the main texture. + + + + + The scale of the main texture. + + + + + How many passes are in this material (Read Only). + + + + + Render queue of this material. + + + + + The shader used by the material. + + + + + An array containing names of the local shader keywords that are currently enabled for this material. + + + + + Computes a CRC hash value from the content of the material. + + + + + Copy properties from other material into this material. + + + + + + + + + + + + Create a temporary Material. + + Create a material with a given Shader. + Create a material by copying all properties from another material. + + + + Create a temporary Material. + + Create a material with a given Shader. + Create a material by copying all properties from another material. + + + + Disables a local shader keyword for this material. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Disables a local shader keyword for this material. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Enables a local shader keyword for this material. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Enables a local shader keyword for this material. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Returns the index of the pass passName. + + + + + + Get a named color value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color array. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color array. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a named color array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Fetch a named color array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Get a named float value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named float value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named float array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named float array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named float array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Fetch a named float array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named integer value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named integer value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix value from the shader. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix value from the shader. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named matrix array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named matrix array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Fetch a named matrix array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Returns the name of the shader pass at index pass. + + + + + + Checks whether a given Shader pass is enabled on this Material. + + Shader pass name (case insensitive). + + True if the Shader pass is enabled. + + + + + Get the value of material's shader tag. + + + + + + + + Get the value of material's shader tag. + + + + + + + + Get a named texture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named texture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets the placement offset of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets the placement offset of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Return the name IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + + + + Return the name IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + + + + Returns the names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + + + + Returns the names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + + + + Gets the placement scale of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets the placement scale of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named vector array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named vector array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Fetch a named vector array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Checks if the ShaderLab file assigned to the Material has a ComputeBuffer property with the given name. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a ComputeBuffer property with the given name. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Color property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Color property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a ConstantBuffer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a ConstantBuffer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Float property with the given name. This also works with the Float Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Float property with the given name. This also works with the Float Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has an Integer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has an Integer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Matrix property with the given name. This also works with the Matrix Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Matrix property with the given name. This also works with the Matrix Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Texture property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Texture property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Vector property with the given name. This also works with the Vector Array property. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Vector property with the given name. This also works with the Vector Array property. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks whether a local shader keyword is enabled for this material. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if a Rendering.LocalKeyword with the given name is enabled for this material. + + + + + Checks whether a local shader keyword is enabled for this material. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if a Rendering.LocalKeyword with the given name is enabled for this material. + + + + + Interpolate properties between two materials. + + + + + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a color value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_Color". + Color value to set. + + + + Sets a color value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_Color". + Color value to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a named float value. + + Property name ID, use Shader.PropertyToID to get it. + Float value to set. + Property name, e.g. "_Glossiness". + + + + Sets a named float value. + + Property name ID, use Shader.PropertyToID to get it. + Float value to set. + Property name, e.g. "_Glossiness". + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets a named integer value. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets a named integer value. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets the state of a local shader keyword for this material. + + The Rendering.LocalKeyword to enable or disable. + The desired keyword state. + + + + Sets a named matrix for the shader. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_CubemapRotation". + Matrix value to set. + + + + Sets a named matrix for the shader. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_CubemapRotation". + Matrix value to set. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets an override tag/value on the material. + + Name of the tag to set. + Name of the value to set. Empty string to clear the override flag. + + + + Activate the given pass for rendering. + + Shader pass number to setup. + + If false is returned, no rendering should be done. + + + + + Enables or disables a Shader pass on a per-Material level. + + Shader pass name (case insensitive). + Flag indicating whether this Shader pass should be enabled. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets the placement offset of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, for example: "_MainTex". + Texture placement offset. + + + + Sets the placement offset of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, for example: "_MainTex". + Texture placement offset. + + + + Sets the placement scale of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture placement scale. + + + + Sets the placement scale of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture placement scale. + + + + Sets a named vector value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_WaveAndDistance". + Vector value to set. + + + + Sets a named vector value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_WaveAndDistance". + Vector value to set. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + How the material interacts with lightmaps and lightprobes. + + + + + Helper Mask to be used to query the enum only based on whether Enlighten Realtime Global Illumination or baked GI is set, ignoring all other bits. + + + + + The emissive lighting affects baked Global Illumination. It emits lighting into baked lightmaps and baked lightprobes. + + + + + The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black. + + + + + The emissive lighting does not affect Global Illumination at all. + + + + + The emissive lighting will affect Enlighten Realtime Global Illumination. It emits lighting into real-time lightmaps and real-time Light Probes. + + + + + A block of material values to apply. + + + + + Is the material property block empty? (Read Only) + + + + + Clear material property values. + + + + + This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering. + + The array of probe occlusion values to copy from. + + + + This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering. + + The array of probe occlusion values to copy from. + + + + This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering. + + The array of probe occlusion values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering. + + The array of probe occlusion values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering. + + The array of SH values to copy from. + + + + This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering. + + The array of SH values to copy from. + + + + This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering. + + The array of SH values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering. + + The array of SH values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + Get a color from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a color from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a float array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a float array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get an integer from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get an integer from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a matrix array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a matrix array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a texture from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a texture from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a vector array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a vector array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Checks if MaterialPropertyBlock has the ComputeBuffer property with the given name or name ID. To set the property, use SetBuffer. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the ComputeBuffer property with the given name or name ID. To set the property, use SetBuffer. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Color property with the given name or name ID. To set the property, use SetColor. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Color property with the given name or name ID. To set the property, use SetColor. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the ConstantBuffer property with the given name or name ID. To set the property, use SetConstantBuffer. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the ConstantBuffer property with the given name or name ID. To set the property, use SetConstantBuffer. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Float property with the given name or name ID. To set the property, use SetFloat. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Float property with the given name or name ID. To set the property, use SetFloat. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Integer property with the given name or name ID. To set the property, use SetInteger. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Integer property with the given name or name ID. To set the property, use SetInteger. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Matrix property with the given name or name ID. This also works with the Matrix Array property. To set the property, use SetMatrix. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Matrix property with the given name or name ID. This also works with the Matrix Array property. To set the property, use SetMatrix. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the property with the given name or name ID. To set the property, use one of the Set methods for MaterialPropertyBlock. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the property with the given name or name ID. To set the property, use one of the Set methods for MaterialPropertyBlock. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Texture property with the given name or name ID. To set the property, use SetTexture. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Texture property with the given name or name ID. To set the property, use SetTexture. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Vector property with the given name or name ID. This also works with the Vector Array property. To set the property, use SetVector. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Vector property with the given name or name ID. This also works with the Vector Array property. To set the property, use SetVector. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a color property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Color value to set. + + + + Set a color property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Color value to set. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Set a float property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The float value to set. + + + + Set a float property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The float value to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The int value to set. + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The int value to set. + + + + Adds a property to the block. If an integer property with the given name already exists, the old value is replaced. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The integer value to set. + + + + Adds a property to the block. If an integer property with the given name already exists, the old value is replaced. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The integer value to set. + + + + Set a matrix property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The matrix value to set. + + + + Set a matrix property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The matrix value to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a vector property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Vector4 value to set. + + + + Set a vector property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Vector4 value to set. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + A collection of common math functions. + + + + + Returns the absolute value of f. + + + + + + Returns the absolute value of value. + + + + + + Returns the arc-cosine of f - the angle in radians whose cosine is f. + + + + + + Compares two floating point values and returns true if they are similar. + + + + + + + Returns the arc-sine of f - the angle in radians whose sine is f. + + + + + + Returns the arc-tangent of f - the angle in radians whose tangent is f. + + + + + + Returns the angle in radians whose Tan is y/x. + + + + + + + Returns the smallest integer greater to or equal to f. + + + + + + Returns the smallest integer greater to or equal to f. + + + + + + Clamps the given value between the given minimum float and maximum float values. Returns the given value if it is within the minimum and maximum range. + + The floating point value to restrict inside the range defined by the minimum and maximum values. + The minimum floating point value to compare against. + The maximum floating point value to compare against. + + The float result between the minimum and maximum values. + + + + + Clamps the given value between a range defined by the given minimum integer and maximum integer values. Returns the given value if it is within min and max. + + The integer point value to restrict inside the min-to-max range. + The minimum integer point value to compare against. + The maximum integer point value to compare against. + + The int result between min and max values. + + + + + Clamps value between 0 and 1 and returns value. + + + + + + Returns the closest power of two value. + + + + + + Convert a color temperature in Kelvin to RGB color. + + Temperature in Kelvin. Range 1000 to 40000 Kelvin. + + Correlated Color Temperature as floating point RGB color. + + + + + Returns the cosine of angle f. + + The input angle, in radians. + + The return value between -1 and 1. + + + + + Degrees-to-radians conversion constant (Read Only). + + + + + Calculates the shortest difference between two given angles given in degrees. + + + + + + + A tiny floating point value (Read Only). + + + + + Returns e raised to the specified power. + + + + + + Encode a floating point value into a 16-bit representation. + + The floating point value to convert. + + The converted half-precision float, stored in a 16-bit unsigned integer. + + + + + Returns the largest integer smaller than or equal to f. + + + + + + Returns the largest integer smaller to or equal to f. + + + + + + Converts the given value from gamma (sRGB) to linear color space. + + + + + + Convert a half precision float to a 32-bit floating point value. + + The half precision value to convert. + + The decoded 32-bit float. + + + + + A representation of positive infinity (Read Only). + + + + + Determines where a value lies between two points. + + The start of the range. + The end of the range. + The point within the range you want to calculate. + + A value between zero and one, representing where the "value" parameter falls within the range defined by a and b. + + + + + Returns true if the value is power of two. + + + + + + Linearly interpolates between a and b by t. + + The start value. + The end value. + The interpolation value between the two floats. + + The interpolated float result between the two float values. + + + + + Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + + + + + + Linearly interpolates between a and b by t with no limit to t. + + The start value. + The end value. + The interpolation between the two floats. + + The float value as a result from the linear interpolation. + + + + + Converts the given value from linear to gamma (sRGB) color space. + + + + + + Returns the logarithm of a specified number in a specified base. + + + + + + + Returns the natural (base e) logarithm of a specified number. + + + + + + Returns the base 10 logarithm of a specified number. + + + + + + Returns largest of two or more values. + + + + + + + + Returns largest of two or more values. + + + + + + + + Returns the largest of two or more values. + + + + + + + + Returns the largest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Moves a value current towards target. + + The current value. + The value to move towards. + The maximum change that should be applied to the value. + + + + Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + + + + + + A representation of negative infinity (Read Only). + + + + + Returns the next power of two that is equal to, or greater than, the argument. + + + + + + Generate 2D Perlin noise. + + X-coordinate of sample point. + Y-coordinate of sample point. + + Value between 0.0 and 1.0. (Return value might be slightly below 0.0 or beyond 1.0.) + + + + + The well-known 3.14159265358979... value (Read Only). + + + + + PingPong returns a value that will increment and decrement between the value 0 and length. + + + + + + + Returns f raised to power p. + + + + + + + Radians-to-degrees conversion constant (Read Only). + + + + + Loops the value t, so that it is never larger than length and never smaller than 0. + + + + + + + Returns f rounded to the nearest integer. + + + + + + Returns f rounded to the nearest integer. + + + + + + Returns the sign of f. + + + + + + Returns the sine of angle f. + + The input angle, in radians. + + The return value between -1 and +1. + + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Interpolates between min and max with smoothing at the limits. + + + + + + + + Returns square root of f. + + + + + + Returns the tangent of angle f in radians. + + + + + + A standard 4x4 transformation matrix. + + + + + This property takes a projection matrix and returns the six plane coordinates that define a projection frustum. + + + + + The determinant of the matrix. (Read Only) + + + + + Returns the identity matrix (Read Only). + + + + + The inverse of this matrix. (Read Only) + + + + + Checks whether this is an identity matrix. (Read Only) + + + + + Attempts to get a scale value from the matrix. (Read Only) + + + + + Attempts to get a rotation quaternion from this matrix. + + + + + Returns the transpose of this matrix (Read Only). + + + + + Returns a matrix with all elements set to zero (Read Only). + + + + + This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. + + The X coordinate of the left side of the near projection plane in view space. + The X coordinate of the right side of the near projection plane in view space. + The Y coordinate of the bottom side of the near projection plane in view space. + The Y coordinate of the top side of the near projection plane in view space. + Z distance to the near plane from the origin in view space. + Z distance to the far plane from the origin in view space. + Frustum planes struct that contains the view space coordinates of that define a viewing frustum. + + + A projection matrix with a viewing frustum defined by the plane coordinates passed in. + + + + + This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. + + The X coordinate of the left side of the near projection plane in view space. + The X coordinate of the right side of the near projection plane in view space. + The Y coordinate of the bottom side of the near projection plane in view space. + The Y coordinate of the top side of the near projection plane in view space. + Z distance to the near plane from the origin in view space. + Z distance to the far plane from the origin in view space. + Frustum planes struct that contains the view space coordinates of that define a viewing frustum. + + + A projection matrix with a viewing frustum defined by the plane coordinates passed in. + + + + + Get a column of the matrix. + + + + + + Get position vector from the matrix. + + + + + Returns a row of the matrix. + + + + + + Computes the inverse of a 3D affine matrix. + + Input matrix to invert. + The result of the inversion. Equal to the input matrix if the function fails. + + Returns true and a valid result if the function succeeds, false and a copy of the input matrix if the function fails. + + + + + Create a "look at" matrix. + + The source point. + The target point. + The vector describing the up direction (typically Vector3.up). + + The resulting transformation matrix. + + + + + Transforms a position by this matrix (generic). + + + + + + Transforms a position by this matrix (fast). + + + + + + Transforms a direction by this matrix. + + + + + + Multiplies two matrices. + + + + + + + Transforms a Vector4 by a matrix. + + + + + + + Create an orthogonal projection matrix. + + Left-side x-coordinate. + Right-side x-coordinate. + Bottom y-coordinate. + Top y-coordinate. + Near depth clipping plane value. + Far depth clipping plane value. + + The projection matrix. + + + + + Create a perspective projection matrix. + + Vertical field-of-view in degrees. + Aspect ratio (width divided by height). + Near depth clipping plane value. + Far depth clipping plane value. + + The projection matrix. + + + + + Creates a rotation matrix. + + + + + + Creates a scaling matrix. + + + + + + Sets a column of the matrix. + + + + + + + Sets a row of the matrix. + + + + + + + Sets this matrix to a translation, rotation and scaling matrix. + + + + + + + + Access element at [row, column]. + + + + + Access element at sequential index (0..15 inclusive). + + + + + Returns a formatted string for this matrix. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this matrix. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this matrix. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a plane that is transformed in space. + + + + + + Creates a translation matrix. + + + + + + Creates a translation, rotation and scaling matrix. + + + + + + + + Checks if this matrix is a valid transform matrix. + + + + + A class that allows you to create or modify meshes. + + + + + The bind poses. The bind pose at each index refers to the bone with the same index. + + + + + Returns BlendShape count on this mesh. + + + + + The BoneWeight for each vertex in the Mesh, which represents 4 bones per vertex. + + + + + The bounding volume of the Mesh. + + + + + Vertex colors of the Mesh. + + + + + Vertex colors of the Mesh. + + + + + The intended target usage of the Mesh GPU index buffer. + + + + + Format of the mesh index buffer data. + + + + + Returns true if the Mesh is read/write enabled, or false if it is not. + + + + + The normals of the Mesh. + + + + + The number of sub-meshes inside the Mesh object. + + + + + The tangents of the Mesh. + + + + + An array containing all triangles in the Mesh. + + + + + The texture coordinates (UVs) in the first channel. + + + + + The texture coordinates (UVs) in the second channel. + + + + + The texture coordinates (UVs) in the third channel. + + + + + The texture coordinates (UVs) in the fourth channel. + + + + + The texture coordinates (UVs) in the fifth channel. + + + + + The texture coordinates (UVs) in the sixth channel. + + + + + The texture coordinates (UVs) in the seventh channel. + + + + + The texture coordinates (UVs) in the eighth channel. + + + + + Returns the number of vertex attributes that the mesh has. (Read Only) + + + + + Gets the number of vertex buffers present in the Mesh. (Read Only) + + + + + The intended target usage of the Mesh GPU vertex buffer. + + + + + Returns the number of vertices in the Mesh (Read Only). + + + + + Returns a copy of the vertex positions or assigns a new vertex positions array. + + + + + Gets a snapshot of Mesh data for read-only access. + + The input mesh. + The input meshes. + + Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Gets a snapshot of Mesh data for read-only access. + + The input mesh. + The input meshes. + + Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Gets a snapshot of Mesh data for read-only access. + + The input mesh. + The input meshes. + + Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Adds a new blend shape frame. + + Name of the blend shape to add a frame to. + Weight for the frame being added. + Delta vertices for the frame being added. + Delta normals for the frame being added. + Delta tangents for the frame being added. + + + + Allocates data structures for Mesh creation using C# Jobs. + + The amount of meshes that will be created. + + Returns a MeshDataArray containing writeable MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Applies data defined in MeshData structs to Mesh objects. + + The mesh data array, see Mesh.MeshDataArray. + The destination Mesh. Mesh data array must be of size 1. + The destination Meshes. Must match the size of mesh data array. + The mesh data update flags, see MeshUpdateFlags. + + + + Applies data defined in MeshData structs to Mesh objects. + + The mesh data array, see Mesh.MeshDataArray. + The destination Mesh. Mesh data array must be of size 1. + The destination Meshes. Must match the size of mesh data array. + The mesh data update flags, see MeshUpdateFlags. + + + + Applies data defined in MeshData structs to Mesh objects. + + The mesh data array, see Mesh.MeshDataArray. + The destination Mesh. Mesh data array must be of size 1. + The destination Meshes. Must match the size of mesh data array. + The mesh data update flags, see MeshUpdateFlags. + + + + Clears all vertex data and all triangle indices. + + True if the existing Mesh data layout should be preserved. + + + + Clears all vertex data and all triangle indices. + + True if the existing Mesh data layout should be preserved. + + + + Clears all blend shapes from Mesh. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Creates an empty Mesh. + + + + + Gets the bone weights for the Mesh. + + + Returns all non-zero bone weights for the Mesh, in vertex index order. + + + + + Gets the base vertex index of the given sub-mesh. + + The sub-mesh index. See subMeshCount. + + The offset applied to all vertex indices of this sub-mesh. + + + + + Gets the bind poses of the Mesh. + + A list of bind poses to populate. + + + + Returns the frame count for a blend shape. + + The shape index to get frame count from. + + + + Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame. + + The shape index of the frame. + The frame index to get the weight from. + Delta vertices output array for the frame being retreived. + Delta normals output array for the frame being retreived. + Delta tangents output array for the frame being retreived. + + + + Returns the weight of a blend shape frame. + + The shape index of the frame. + The frame index to get the weight from. + + + + Returns index of BlendShape by given name. + + + + + + Returns name of BlendShape by given index. + + + + + + The number of non-zero bone weights for each vertex. + + + Returns the number of non-zero bone weights for each vertex. + + + + + Gets the bone weights for the Mesh. + + A list of BoneWeight structs to populate. + + + + Gets the vertex colors of the Mesh. + + A list of vertex colors to populate. + + + + Gets the vertex colors of the Mesh. + + A list of vertex colors to populate. + + + + Retrieves a GraphicsBuffer to the GPU index buffer. + + + The mesh index buffer as a GraphicsBuffer. + + + + + Gets the index count of the given sub-mesh. + + + + + + Gets the starting index location within the Mesh's index buffer, for the given sub-mesh. + + + + + + Fetches the index list for the specified sub-mesh. + + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + Array with face indices. + + + + + Fetches the index list for the specified sub-mesh. + + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + Array with face indices. + + + + + Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access. + + A list of indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access. + + A list of indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access. + + A list of indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Retrieves a native (underlying graphics API) pointer to the index buffer. + + + Pointer to the underlying graphics API index buffer. + + + + + Retrieves a native (underlying graphics API) pointer to the vertex buffer. + + Which vertex buffer to get (some Meshes might have more than one). See vertexBufferCount. + + Pointer to the underlying graphics API vertex buffer. + + + + + Gets the vertex normals of the Mesh. + + A list of vertex normals to populate. + + + + Get information about a sub-mesh of the Mesh. + + Sub-mesh index. See subMeshCount. Out of range indices throw an exception. + + Sub-mesh data. + + + + + Gets the tangents of the Mesh. + + A list of tangents to populate. + + + + Gets the topology of a sub-mesh. + + + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + The UV distribution metric can be used to calculate the desired mipmap level based on the position of the camera. + + UV set index to return the UV distibution metric for. 0 for first. + + Average of triangle area / uv area. + + + + + Gets the texture coordinates (UVs) stored in a given channel. + + The UV channel, in [0..7] range. + A list to populate with the UVs. + + + + Gets the texture coordinates (UVs) stored in a given channel. + + The UV channel, in [0..7] range. + A list to populate with the UVs. + + + + Gets the texture coordinates (UVs) stored in a given channel. + + The UV channel, in [0..7] range. + A list to populate with the UVs. + + + + Returns information about a vertex attribute based on its index. + + The vertex attribute index (0 to vertexAttributeCount-1). + + Information about the vertex attribute. + + + + + Get dimension of a specific vertex data attribute on this Mesh. + + Vertex data attribute to check for. + + Dimensionality of the data attribute, or zero if it is not present. + + + + + Get format of a specific vertex data attribute on this Mesh. + + Vertex data attribute to check for. + + Format of the data attribute. + + + + + Get offset within a vertex buffer stream of a specific vertex data attribute on this Mesh. + + The vertex data attribute to check for. + + The byte offset within a atream of the data attribute, or -1 if it is not present. + + + + + Get information about vertex attributes of a Mesh. + + + Array of vertex attribute information. + + + + + Get information about vertex attributes of a Mesh, without memory allocations. + + Collection of vertex attributes to receive the results. + + The number of vertex attributes returned in the attributes container. + + + + + Get information about vertex attributes of a Mesh, without memory allocations. + + Collection of vertex attributes to receive the results. + + The number of vertex attributes returned in the attributes container. + + + + + Gets the vertex buffer stream index of a specific vertex data attribute on this Mesh. + + The vertex data attribute to check for. + + Stream index of the data attribute, or -1 if it is not present. + + + + + Retrieves a GraphicsBuffer that provides direct acces to the GPU vertex buffer. + + Vertex data stream index to get the buffer for. + + The mesh vertex buffer as a GraphicsBuffer. + + + + + Get vertex buffer stream stride in bytes. + + Vertex data stream index to check for. + + Vertex data size in bytes in this stream, or zero if the stream is not present. + + + + + Gets the vertex positions of the Mesh. + + A list of vertex positions to populate. + + + + Checks if a specific vertex data attribute exists on this Mesh. + + Vertex data attribute to check for. + + Returns true if the data attribute is present in the mesh. + + + + + Optimize mesh for frequent updates. + + + + + Notify Renderer components of mesh geometry change. + + + + + A struct containing Mesh data for C# Job System access. + + + + + Gets the format of the index buffer data in the MeshData. (Read Only) + + + + + The number of sub-meshes in the MeshData. + + + + + Gets the number of vertex buffers in the MeshData. (Read Only) + + + + + Gets the number of vertices in the MeshData. (Read Only) + + + + + Populates an array with the vertex colors from the MeshData. + + The destination vertex colors array. + + + + Populates an array with the vertex colors from the MeshData. + + The destination vertex colors array. + + + + Gets raw data from the index buffer of the MeshData. + + + Returns a NativeArray containing the index buffer data. + + + + + Populates an array with the indices for a given sub-mesh from the MeshData. + + The destination indices array. + The index of the sub-mesh to get the indices for. See Mesh.MeshData.subMeshCount|subMeshCount. + If true, Unity will apply base vertex offset to the returned indices. The default value is true. + + + + Populates an array with the indices for a given sub-mesh from the MeshData. + + The destination indices array. + The index of the sub-mesh to get the indices for. See Mesh.MeshData.subMeshCount|subMeshCount. + If true, Unity will apply base vertex offset to the returned indices. The default value is true. + + + + Populates an array with the vertex normals from the MeshData. + + The destination vertex normals array. + + + + Gets data about a given sub-mesh in the MeshData. + + The index of the sub-mesh. See Mesh.MeshData.subMeshCount|subMeshCount. If you specify an out of range index, Unity throws an exception. + + Returns sub-mesh data. + + + + + Populates an array with the vertex tangents from the MeshData. + + The destination vertex tangents array. + + + + Populates an array with the UVs from the MeshData. + + The UV channel, in [0..7] range. + The destination texture coordinates array. + + + + Populates an array with the UVs from the MeshData. + + The UV channel, in [0..7] range. + The destination texture coordinates array. + + + + Populates an array with the UVs from the MeshData. + + The UV channel, in [0..7] range. + The destination texture coordinates array. + + + + Gets the dimension of a given vertex attribute in the MeshData. + + The vertex attribute to get the dimension of. + + Returns the dimension of the vertex attribute. Returns 0 if the vertex attribute is not present. + + + + + Gets the format of a given vertex attribute in the MeshData. + + The vertex attribute to check the format of. + + Returns the format of the given vertex attribute. + + + + + Gets the offset within a vertex buffer stream of a given vertex data attribute on this MeshData. + + The vertex data attribute to check for. + + The byte offset within a atream of the data attribute, or -1 if it is not present. + + + + + Get the vertex buffer stream index of a specific vertex data attribute on this MeshData. + + The vertex data attribute to check for. + + Stream index of the data attribute, or -1 if it is not present. + + + + + Get the vertex buffer stream stride in bytes. + + The vertex data stream index to check for. + + Vertex data size in bytes in this stream, or zero if the stream is not present. + + + + + Gets raw data for a given vertex buffer stream format in the MeshData. + + The vertex buffer stream to get data for. The default value is 0. + + Returns a NativeArray containing the vertex buffer data. + + + + + Populates an array with the vertex positions from the MeshData. + + The destination vertex positions array. + + + + Checks if a given vertex attribute exists in the MeshData. + + The vertex attribute to check for. + + Returns true if the data attribute is present in the Mesh. Returns false if it is not. + + + + + Sets the index buffer size and format of the Mesh that Unity creates from the MeshData. + + The size of the index buffer. + The format of the indices. + + + + Sets the data for a sub-mesh of the Mesh that Unity creates from the MeshData. + + The index of the sub-mesh to set data for. See Mesh.MeshData.subMeshCount|subMeshCount. If you specify an out of range index, Unity throws an exception. + Sub-mesh data. + Flags controlling the function behavior. See MeshUpdateFlags. + + + + Sets the vertex buffer size and layout of the Mesh that Unity creates from the MeshData. + + The number of vertices in the Mesh. + Layout of the vertex data: which attributes are present, their data types and so on. + + + + Sets the vertex buffer size and layout of the Mesh that Unity creates from the MeshData. + + The number of vertices in the Mesh. + Layout of the vertex data: which attributes are present, their data types and so on. + + + + An array of Mesh data snapshots for C# Job System access. + + + + + Use this method to dispose of the MeshDataArray struct. + + + + + Number of Mesh data elements in the MeshDataArray. + + + + + Access MeshDataArray element by an index. + + + + + Optimizes the Mesh data to improve rendering performance. + + + + + Optimizes the geometry of the Mesh to improve rendering performance. + + + + + Optimizes the vertices of the Mesh to improve rendering performance. + + + + + Recalculate the bounding volume of the Mesh from the vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculate the bounding volume of the Mesh from the vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the normals of the Mesh from the triangles and vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the normals of the Mesh from the triangles and vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the tangents of the Mesh from the normals and texture coordinates. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the tangents of the Mesh from the normals and texture coordinates. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the UV distribution metric of the Mesh from the vertices and uv coordinates. + + The UV set index to set the UV distibution metric for. Use 0 for first index. + The minimum UV area to consider. The default value is 1e-9f. + + + + Recalculates the UV distribution metrics of the Mesh from the vertices and uv coordinates. + + The minimum UV area to consider. The default value is 1e-9f. + + + + Sets the bone weights for the Mesh. + + Bone count for each vertex in the Mesh. + BoneWeight1 structs for each vertex, sorted by vertex index. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the index buffer size and format. + + Size of index buffer. + Format of the indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Set the normals of the Mesh. + + Per-vertex normals. + + + + Set the normals of the Mesh. + + Per-vertex normals. + + + + Set the normals of the Mesh. + + Per-vertex normals. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the information about a sub-mesh of the Mesh. + + Sub-mesh index. See subMeshCount. Out of range indices throw an exception. + Sub-mesh data. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the information about a sub-mesh of the Mesh. + + Sub-mesh index. See subMeshCount. Out of range indices throw an exception. + Sub-mesh data. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Set the tangents of the Mesh. + + Per-vertex tangents. + + + + Set the tangents of the Mesh. + + Per-vertex tangents. + + + + Set the tangents of the Mesh. + + Per-vertex tangents. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex buffer size and layout. + + The number of vertices in the Mesh. + Layout of the vertex data -- which attributes are present, their data types and so on. + + + + Sets the vertex buffer size and layout. + + The number of vertices in the Mesh. + Layout of the vertex data -- which attributes are present, their data types and so on. + + + + Assigns a new vertex positions array. + + Per-vertex positions. + + + + Assigns a new vertex positions array. + + Per-vertex positions. + + + + Assigns a new vertex positions array. + + Per-vertex positions. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Upload previously done Mesh modifications to the graphics API. + + Frees up system memory copy of mesh data when set to true. + + + + A class to access the Mesh of the. + + + + + Returns the instantiated Mesh assigned to the mesh filter. + + + + + Returns the shared mesh of the mesh filter. + + + + + Renders meshes inserted by the MeshFilter or TextMesh. + + + + + Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer. + + + + + Vertex attributes that override the primary mesh when the MeshRenderer uses lightmaps in the Realtime Global Illumination system. + + + + + Determines how the object will receive global illumination. (Editor only) + + + + + Specifies the relative lightmap resolution of this object. (Editor only) + + + + + When enabled, seams in baked lightmaps will get smoothed. (Editor only) + + + + + Index of the first sub-mesh to use from the Mesh associated with this MeshRenderer (Read Only). + + + + + Topology of Mesh faces. + + + + + Mesh is made from lines. + + + + + Mesh is a line strip. + + + + + Mesh is made from points. + + + + + Mesh is made from quads. + + + + + Mesh is made from triangles. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific minimum value. + + + + + The minimum allowed value. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific minimum value. + + The minimum allowed value. + + + + Enum describing what lighting mode to be used with Mixed lights. + + + + + Mixed lights provide real-time direct lighting while indirect light is baked into lightmaps and light probes. + + + + + Mixed lights provide real-time direct lighting. Indirect lighting gets baked into lightmaps and light probes. Shadowmasks and light probe occlusion get generated for baked shadows. The Shadowmask Mode used at run time can be set in the Quality Settings panel. + + + + + Mixed lights provide baked direct and indirect lighting for static objects. Dynamic objects receive real-time direct lighting and cast shadows on static objects using the main directional light in the Scene. + + + + + MonoBehaviour is the base class from which every Unity script derives. + + + + + Logs message to the Unity Console (identical to Debug.Log). + + + + + + Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor). + + + + + Disabling this lets you skip the GUI layout phase. + + + + + Cancels all Invoke calls on this MonoBehaviour. + + + + + Cancels all Invoke calls with name methodName on this behaviour. + + + + + + Invokes the method methodName in time seconds. + + + + + + + Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. + + + + + + + + Is any invoke on methodName pending? + + + + + + Is any invoke pending on this MonoBehaviour? + + + + + Starts a Coroutine. + + + + + + Starts a coroutine named methodName. + + + + + + + Starts a coroutine named methodName. + + + + + + + Stops all coroutines running on this behaviour. + + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + The type of motion vectors that should be generated. + + + + + Use only camera movement to track motion. + + + + + Do not track motion. Motion vectors will be 0. + + + + + Use a specific pass (if required) to track motion. + + + + + Attribute to make a string be edited with a multi-line textfield. + + + + + Attribute used to make a string value be shown in a multiline textarea. + + How many lines of text to make room for. Default is 3. + + + + Attribute used to make a string value be shown in a multiline textarea. + + How many lines of text to make room for. Default is 3. + + + + The network class is at the heart of the network implementation and provides the core functions. + + + + + All connected players. + + + + + The IP address of the connection tester used in Network.TestConnection. + + + + + The port of the connection tester used in Network.TestConnection. + + + + + Set the password for the server (for incoming connections). + + + + + Returns true if your peer type is client. + + + + + Enable or disable the processing of network messages. + + + + + Returns true if your peer type is server. + + + + + Set the log level for network messages (default is Off). + + + + + Set the maximum amount of connections/players allowed. + + + + + Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server. + + + + + The IP address of the NAT punchthrough facilitator. + + + + + The port of the NAT punchthrough facilitator. + + + + + The status of the peer type, i.e. if it is disconnected, connecting, server or client. + + + + + Get the local NetworkPlayer instance. + + + + + The IP address of the proxy server. + + + + + Set the proxy server password. + + + + + The port of the proxy server. + + + + + The default send rate of network updates for all Network Views. + + + + + Get the current network time (seconds). + + + + + Indicate if proxy support is needed, in which case traffic is relayed through the proxy server. + + + + + Query for the next available network view ID number and allocate it (reserve). + + + + + Close the connection to another system. + + + + + + + Connect to the specified host (ip or domain name) and server port. + + + + + + + + Connect to the specified host (ip or domain name) and server port. + + + + + + + + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + + + + + + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + + + + + + Connect to a server GUID. NAT punchthrough can only be performed this way. + + + + + + + Connect to a server GUID. NAT punchthrough can only be performed this way. + + + + + + + Connect to the host represented by a HostData structure returned by the Master Server. + + + + + + + Connect to the host represented by a HostData structure returned by the Master Server. + + + + + + + Destroy the object associated with this view ID across the network. + + + + + + Destroy the object across the network. + + + + + + Destroy all the objects based on view IDs belonging to this player. + + + + + + Close all open connections and shuts down the network interface. + + + + + + Close all open connections and shuts down the network interface. + + + + + + The last average ping time to the given player in milliseconds. + + + + + + The last ping time to the given player in milliseconds. + + + + + + Check if this machine has a public IP address. + + + + + Initializes security layer. + + + + + Initialize the server. + + + + + + + + Initialize the server. + + + + + + + + Network instantiate a Prefab. + + + + + + + + + Remove all RPC functions which belong to this player ID. + + + + + + Remove all RPC functions which belong to this player ID and were sent based on the given group. + + + + + + + Remove the RPC function calls accociated with this view ID number. + + + + + + Remove all RPC functions which belong to given group number. + + + + + + Set the level prefix which will then be prefixed to all network ViewID numbers. + + + + + + Enable or disables the reception of messages in a specific group number from a specific player. + + + + + + + + Enables or disables transmission of messages and RPC calls on a specific network group number. + + + + + + + Enable or disable transmission of messages and RPC calls based on target network player as well as the network group. + + + + + + + + Test this machines network connection. + + + + + + Test this machines network connection. + + + + + + Test the connection specifically for NAT punch-through connectivity. + + + + + + Test the connection specifically for NAT punch-through connectivity. + + + + + + Possible status messages returned by Network.Connect and in MonoBehaviour.OnFailedToConnect|OnFailedToConnect in case the error was not immediate. + + + + + The reason a disconnect event occured, like in MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer. + + + + + The type of the connected target. + + + + + The connected target is an Editor. + + + + + No target is connected, this is only possible in a Player. + + + + + The connected target is a Player. + + + + + The state of an Editor-to-Player or Editor-to-Editor connection to be used in Networking.PlayerConnection.PlayerConnectionGUI.ConnectionTargetSelectionDropdown or Networking.PlayerConnection.PlayerConnectionGUILayout.ConnectionTargetSelectionDropdown. + + + + + Supplies the type of the established connection, as in whether the target is a Player or an Editor. + + + + + The name of the connected target. + + + + + Arguments passed to Action callbacks registered in PlayerConnection. + + + + + Data that is received. + + + + + The Player ID that the data is received from. + + + + + Used for handling the network connection from the Player to the Editor. + + + + + Returns a singleton instance of a PlayerConnection. + + + + + Returns true when the Editor is connected to the Player. + + + + + Blocks the calling thread until either a message with the specified messageId is received or the specified time-out elapses. + + The type ID of the message that is sent to the Editor. + The time-out specified in milliseconds. + + Returns true when the message is received and false if the call timed out. + + + + + This disconnects all of the active connections. + + + + + Registers a listener for a specific message ID, with an Action to be executed whenever that message is received by the Editor. +This ID must be the same as for messages sent from EditorConnection.Send(). + + The message ID that should cause the Action callback to be executed when received. + Action that is executed when a message with ID messageId is received by the Editor. +The callback includes the data that is sent from the Player, and the Player ID. +The Player ID is always 1, because only one Editor can be connected. + + + + Registers a callback that is invoked when the Editor connects to the Player. + + The action that is called when the Player connects to the Editor, with the Player ID of the Editor. + + + + Registers a callback to be called when Editor disconnects. + + The Action that is called when a Player disconnects from the Editor. + + + + Sends data to the Editor. + + The type ID of the message that is sent to the Editor. + + + + + Attempt to sends data to the Editor. + + The type ID of the message that is sent to the Editor. + + + Returns true when the Player sends data successfully, and false when there is no space in the socket ring buffer or sending fails. + + + + + Deregisters a message listener. + + Message ID associated with the callback that you wish to deregister. + The associated callback function you wish to deregister. + + + + Unregisters the connection callback. + + + + + + Unregisters the disconnection callback. + + + + + + Describes different levels of log information the network layer supports. + + + + + This data structure contains information on a message just received from the network. + + + + + The NetworkView who sent this message. + + + + + The player who sent this network message (owner). + + + + + The time stamp when the Message was sent in seconds. + + + + + Describes the status of the network interface peer type as returned by Network.peerType. + + + + + The NetworkPlayer is a data structure with which you can locate another player over the network. + + + + + Returns the external IP address of the network interface. + + + + + Returns the external port of the network interface. + + + + + The GUID for this player, used when connecting with NAT punchthrough. + + + + + The IP address of this player. + + + + + The port of this player. + + + + + Describes network reachability options. + + + + + Network is not reachable. + + + + + Network is reachable via carrier data network. + + + + + Network is reachable via WiFi or cable. + + + + + Different types of synchronization for the NetworkView component. + + + + + The network view is the binding material of multiplayer games. + + + + + The network group number of this network view. + + + + + Is the network view controlled by this object? + + + + + The component the network view is observing. + + + + + The NetworkPlayer who owns this network view. + + + + + The type of NetworkStateSynchronization set for this network view. + + + + + The ViewID of this network view. + + + + + Call a RPC function on all connected peers. + + + + + + + + Call a RPC function on a specific player. + + + + + + + + The NetworkViewID is a unique identifier for a network view instance in a multiplayer game. + + + + + True if instantiated by me. + + + + + The NetworkPlayer who owns the NetworkView. Could be the server. + + + + + Represents an invalid network view ID. + + + + + Disables reordering of an array or list in the Inspector window. + + + + + NPOT Texture2D|textures support. + + + + + Full NPOT support. + + + + + NPOT textures are not supported. Will be upscaled/padded at loading time. + + + + + Limited NPOT support: no mipmaps and clamp TextureWrapMode|wrap mode will be forced. + + + + + Base class for all objects Unity can reference. + + + + + Should the object be hidden, saved with the Scene or modifiable by the user? + + + + + The name of the object. + + + + + Removes a GameObject, component or asset. + + The object to destroy. + The optional amount of time to delay before destroying the object. + + + + Removes a GameObject, component or asset. + + The object to destroy. + The optional amount of time to delay before destroying the object. + + + + Destroys the object obj immediately. You are strongly recommended to use Destroy instead. + + Object to be destroyed. + Set to true to allow assets to be destroyed. + + + + Destroys the object obj immediately. You are strongly recommended to use Destroy instead. + + Object to be destroyed. + Set to true to allow assets to be destroyed. + + + + Do not destroy the target Object when loading a new Scene. + + An Object not destroyed on Scene change. + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Returns a list of all active and inactive loaded objects of Type type. + + The type of object to find. + + The array of objects found matching the type specified. + + + + + Returns a list of all active and inactive loaded objects of Type type, including assets. + + The type of object or asset to find. + + The array of objects and assets found matching the type specified. + + + + + Gets the instance ID of the object. + + + Returns the instance ID of the object. When used to call the origin object, this method returns a positive value. When used to call the instance object, this method returns a negative value. + + + + + Does the object exist? + + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + Compares two object references to see if they refer to the same object. + + The first Object. + The Object to compare against the first. + + + + Compares if two objects refer to a different object. + + + + + + + Returns the name of the object. + + + The name returned by ToString. + + + + + OcclusionArea is an area in which occlusion culling is performed. + + + + + Center of the occlusion area relative to the transform. + + + + + Size that the occlusion area will have. + + + + + The portal for dynamically changing occlusion at runtime. + + + + + Gets / sets the portal's open state. + + + + + Enumeration for SystemInfo.operatingSystemFamily. + + + + + Linux operating system family. + + + + + macOS operating system family. + + + + + Returned for operating systems that do not fall into any other category. + + + + + Windows operating system family. + + + + + Ping any given IP address (given in dot notation). + + + + + The IP target of the ping. + + + + + Has the ping function completed? + + + + + This property contains the ping time result after isDone returns true. + + + + + Perform a ping to the supplied target IP address. + + + + + + Representation of a plane in 3D space. + + + + + The distance measured from the Plane to the origin, along the Plane's normal. + + + + + Returns a copy of the plane that faces in the opposite direction. + + + + + Normal vector of the plane. + + + + + For a given point returns the closest point on the plane. + + The point to project onto the plane. + + A point on the plane that is closest to point. + + + + + Creates a plane. + + + + + + + Creates a plane. + + + + + + + Creates a plane. + + + + + + + + Makes the plane face in the opposite direction. + + + + + Returns a signed distance from plane to point. + + + + + + Is a point on the positive side of the plane? + + + + + + Intersects a ray with the plane. + + + + + + + Are two points on the same side of the plane? + + + + + + + Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane. + + First point in clockwise order. + Second point in clockwise order. + Third point in clockwise order. + + + + Sets a plane using a point that lies within it along with a normal to orient it. + + The plane's normal vector. + A point that lies on the plane. + + + + Returns a copy of the given plane that is moved in space by the given translation. + + The plane to move in space. + The offset in space to move the plane with. + + The translated plane. + + + + + Moves the plane in space by the translation vector. + + The offset in space to move the plane with. + + + + Describes the type of information that flows in and out of a Playable. This also specifies that this Playable is connectable to others of the same type. + + + + + Describes that the information flowing in and out of the Playable is of Animation type. + + + + + Describes that the information flowing in and out of the Playable is of Audio type. + + + + + Describes that the Playable does not have any particular type. This is use for Playables that execute script code, or that create their own playable graphs, such as the Sequence. + + + + + Describes that the information flowing in and out of the Playable is of type Texture. + + + + + Defines what time source is used to update a Director graph. + + + + + Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio. + + + + + Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused. + + + + + Update mode is manual. You need to manually call PlayableGraph.Evaluate with your own deltaTime. This can be useful for graphs that are completely disconnected from the rest of the game. For example, localized bullet time. + + + + + Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused. + + + + + Wrap mode for Playables. + + + + + Hold the last frame when the playable time reaches it's duration. + + + + + Loop back to zero time and continue playing. + + + + + Do not keep playing when the time reaches the duration. + + + + + This structure contains the frame information a Playable receives in Playable.PrepareFrame. + + + + + Time difference between this frame and the preceding frame. + + + + + The accumulated delay of the parent Playable during the PlayableGraph traversal. + + + + + The accumulated speed of the parent Playable during the PlayableGraph traversal. + + + + + The accumulated play state of this playable. + + + + + The accumulated speed of the Playable during the PlayableGraph traversal. + + + + + The accumulated weight of the Playable during the PlayableGraph traversal. + + + + + Indicates the type of evaluation that caused PlayableGraph.PrepareFrame to be called. + + + + + The current frame identifier. + + + + + The PlayableOutput that initiated this graph traversal. + + + + + Indicates that the local time was explicitly set. + + + + + Indicates the local time did not advance because it has reached the duration and the extrapolation mode is set to Hold. + + + + + Indicates the local time wrapped because it has reached the duration and the extrapolation mode is set to Loop. + + + + + The weight of the current Playable. + + + + + Describes the cause for the evaluation of a PlayableGraph. + + + + + Indicates the graph was updated due to a call to PlayableGraph.Evaluate. + + + + + Indicates the graph was called by the runtime during normal playback due to PlayableGraph.Play being called. + + + + + The base interface for all notifications sent through the playable system. + + + + + The identifier is a name that identifies this notifications, or class of notifications. + + + + + Implement this interface to create a class that will receives notifications from PlayableOutput. + + + + + The method called when a notification is raised. + + The playable that sent the notification. + The received notification. + User defined data that depends on the type of notification. Uses this to pass necessary information that can change with each invocation. + + + + Interface implemented by all C# Playable implementations. + + + + + Interface that permits a class to inject playables into a graph. + + + + + Duration in seconds. + + + + + A description of the PlayableOutputs generated by this asset. + + + + + Implement this method to have your asset inject playables into the given graph. + + The graph to inject playables into. + The game object which initiated the build. + + The playable injected into the graph, or the root playable if multiple playables are injected. + + + + + Interface implemented by all C# Playable Behaviour implementations. + + + + + Interface implemented by all C# Playable output implementations. + + + + + Default implementation for Playable notifications. + + + + + The name that identifies this notification. + + + + + Creates a new notification with the name specified in the argument. + + The name that identifies this notifications. + + + + Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create complex behaviours. + + + + + Returns an invalid Playable. + + + + + A base class for assets that can be used to instantiate a Playable at runtime. + + + + + The playback duration in seconds of the instantiated Playable. + + + + + A description of the outputs of the instantiated Playable. + + + + + Implement this method to have your asset inject playables into the given graph. + + The graph to inject playables into. + The game object which initiated the build. + + The playable injected into the graph, or the root playable if multiple playables are injected. + + + + + PlayableBehaviour is the base class from which every custom playable script derives. + + + + + This function is called when the Playable play state is changed to Playables.PlayState.Delayed. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This method is invoked when one of the following situations occurs: +<br><br> + The effective play state during traversal is changed to Playables.PlayState.Paused. This state is indicated by FrameData.effectivePlayState.<br><br> + The PlayableGraph is stopped while the playable play state is Playing. This state is indicated by PlayableGraph.IsPlaying returning true. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called when the Playable play state is changed to Playables.PlayState.Playing. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called when the PlayableGraph that owns this PlayableBehaviour starts. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the PlayableGraph that owns this PlayableBehaviour stops. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the Playable that owns the PlayableBehaviour is created. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the Playable that owns the PlayableBehaviour is destroyed. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called during the PrepareData phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called during the PrepareFrame phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called during the ProcessFrame phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + The user data of the ScriptPlayableOutput that initiated the process pass. + + + + Struct that holds information regarding an output of a PlayableAsset. + + + + + The type of target required by the PlayableOutput for this PlayableBinding. + + + + + A reference to a UnityEngine.Object that acts a key for this binding. + + + + + The name of the output or input stream. + + + + + The type of the output or input stream. + + + + + The default duration used when a PlayableOutput has no fixed duration. + + + + + A constant to represent a PlayableAsset has no bindings. + + + + + Extensions for all the types that implements IPlayable. + + + + + Create a new input port and connect it to the output port of the given Playable. + + The Playable used by this operation. + The Playable to connect to. + The output port of the Playable. + The weight of the created input port. + + The index of the newly created input port. + + + + + Connect the output port of a Playable to one of the input ports. + + The Playable used by this operation. + The input port index. + The Playable to connect to. + The output port of the Playable. + The weight of the input port. + + + + Destroys the current Playable. + + The Playable used by this operation. + + + + Disconnect the input port of a Playable. + + The Playable used by this operation. + The input port index. + + + + Returns the delay of the playable. + + The Playable used by this operation. + + The delay in seconds. + + + + + Returns the duration of the Playable. + + The Playable used by this operation. + + The duration in seconds. + + + + + Returns the PlayableGraph that owns this Playable. A Playable can only be used in the graph that was used to create it. + + The Playable used by this operation. + + The PlayableGraph associated with the current Playable. + + + + + Returns the Playable connected at the given input port index. + + The Playable used by this operation. + The port index. + + Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect. + + + + + Returns the number of inputs supported by the Playable. + + The Playable used by this operation. + + The count of inputs on the Playable. + + + + + Returns the weight of the Playable connected at the given input port index. + + The Playable used by this operation. + The port index. + + The current weight of the connected Playable. + + + + + Returns the Playable lead time in seconds. + + The Playable used by this operation. + + + + Returns the Playable connected at the given output port index. + + The Playable used by this operation. + The port index. + + Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect. + + + + + Returns the number of outputs supported by the Playable. + + The Playable used by this operation. + + The count of outputs on the Playable. + + + + + Returns the current PlayState of the Playable. + + The Playable used by this operation. + + The current PlayState of the Playable. + + + + + Returns the previous local time of the Playable. + + The Playable used by this operation. + + The previous time in seconds. + + + + + Returns the time propagation behavior of this Playable. + + The Playable used by this operation. + + True if time propagation is enabled. + + + + + Returns the speed multiplier that is applied to the the current Playable. + + The Playable used by this operation. + + The current speed. + + + + + Returns the current local time of the Playable. + + The Playable used by this operation. + + The current time in seconds. + + + + + Returns the propagation mode for the multi-output playable. + + + + Traversal mode (Mix or Passthrough). + + + + + Returns whether or not the Playable has a delay. + + The Playable used by this operation. + + True if the playable is delayed, false otherwise. + + + + + Returns a flag indicating that a playable has completed its operation. + + The Playable used by this operation. + + True if the playable has completed its operation, false otherwise. + + + + + Returns true if the Playable is null, false otherwise. + + The Playable used by this operation. + + + + Returns the vality of the current Playable. + + The Playable used by this operation. + + True if the Playable is properly constructed by the PlayableGraph and has not been destroyed, false otherwise. + + + + + Tells to pause the Playable. + + The Playable used by this operation. + + + + Starts to play the Playable. + + The Playable used by this operation. + + + + Set a delay until the playable starts. + + The Playable used by this operation. + The delay in seconds. + + + + Changes a flag indicating that a playable has completed its operation. + + The Playable used by this operation. + True if the operation is completed, false otherwise. + + + + Changes the duration of the Playable. + + The Playable used by this operation. + The new duration in seconds, must be a positive value. + + + + Changes the number of inputs supported by the Playable. + + The Playable used by this operation. + + + + + Changes the weight of the Playable connected to the current Playable. + + The Playable used by this operation. + The connected Playable to change. + The weight. Should be between 0 and 1. + + + + + Changes the weight of the Playable connected to the current Playable. + + The Playable used by this operation. + The connected Playable to change. + The weight. Should be between 0 and 1. + + + + + Sets the Playable lead time in seconds. + + The Playable used by this operation. + The new lead time in seconds. + + + + Changes the number of outputs supported by the Playable. + + The Playable used by this operation. + + + + + Changes the current PlayState of the Playable. + + The Playable used by this operation. + The new PlayState. + + + + Changes the time propagation behavior of this Playable. + + The Playable used by this operation. + True to enable time propagation. + + + + Changes the speed multiplier that is applied to the the current Playable. + + The Playable used by this operation. + The new speed. + + + + Changes the current local time of the Playable. + + The Playable used by this operation. + The current time in seconds. + + + + Sets the propagation mode of PrepareFrame and ProcessFrame for the multi-output playable. + + The Playable used by this operation. + The new traversal mode. + + + + Use the PlayableGraph to manage Playable creations and destructions. + + + + + Connects two Playable instances. + + The source playable or its handle. + The port used in the source playable. + The destination playable or its handle. + The port used in the destination playable. If set to -1, a new port is created and connected. + + Returns true if connection is successful. + + + + + Creates a PlayableGraph. + + The name of the graph. + + The newly created PlayableGraph. + + + + + Creates a PlayableGraph. + + The name of the graph. + + The newly created PlayableGraph. + + + + + Destroys the graph. + + + + + Destroys the PlayableOutput. + + The output to destroy. + + + + Destroys the Playable. + + The playable to destroy. + + + + Destroys the Playable and all its inputs, recursively. + + The Playable to destroy. + + + + Disconnects the Playable. The connections determine the topology of the PlayableGraph and how it is evaluated. + + The source playabe or its handle. + The port used in the source playable. + + + + Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph. + + The time in seconds by which to advance each Playable in the graph. + + + + Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph. + + The time in seconds by which to advance each Playable in the graph. + + + + Returns the name of the PlayableGraph. + + + + + Get PlayableOutput at the given index in the graph. + + The output index. + + The PlayableOutput at this given index, otherwise null. + + + + + Get PlayableOutput of the requested type at the given index in the graph. + + The output index. + + The PlayableOutput at the given index among all the PlayableOutput of the same type T. + + + + + Returns the number of PlayableOutput in the graph. + + + The number of PlayableOutput in the graph. + + + + + Get the number of PlayableOutput of the requested type in the graph. + + + The number of PlayableOutput of the same type T in the graph. + + + + + Returns the number of Playable owned by the Graph. + + + + + Returns the table used by the graph to resolve ExposedReferences. + + + + + Returns the Playable with no output connections at the given index. + + The index of the root Playable. + + + + Returns the number of Playable owned by the Graph that have no connected outputs. + + + + + Returns how time is incremented when playing back. + + + + + Indicates that a graph has completed its operations. + + + A boolean indicating if the graph is done playing or not. + + + + + Indicates that a graph is presently running. + + + A boolean indicating if the graph is playing or not. + + + + + Returns true if the PlayableGraph has been properly constructed using PlayableGraph.CreateGraph and is not deleted. + + + A boolean indicating if the graph is invalid or not. + + + + + Plays the graph. + + + + + Changes the table used by the graph to resolve ExposedReferences. + + + + + + Changes how time is incremented when playing back. + + The new DirectorUpdateMode. + + + + Stops the graph, if it is playing. + + + + + See: Playables.IPlayableOutput. + + + + + Returns an invalid PlayableOutput. + + + + + Extensions for all the types that implements IPlayableOutput. + + + + + Registers a new receiver that listens for notifications. + + The target output. + The receiver to register. + + + + Retrieves the list of notification receivers currently registered on the output. + + The output holding the receivers. + + Returns the list of registered receivers. + + + + + Returns the source playable's output connection index. + + The PlayableOutput used by this operation. + + The output port. + + + + + Returns the source playable. + + The PlayableOutput used by this operation. + + The source playable. + + + + + Returns the opaque user data. This is the same value as the last last argument of ProcessFrame. + + The PlayableOutput used by this operation. + + The user data. + + + + + Returns the weight of the connection from the PlayableOutput to the source playable. + + The PlayableOutput used by this operation. + + The weight of the connection to the source playable. + + + + + Returns true if the PlayableOutput is null, false otherwise. + + The PlayableOutput used by this operation. + + + + + + The PlayableOutput used by this operation. + + True if the PlayableOutput has not yet been destroyed and false otherwise. + + + + + Queues a notification to be sent through the Playable system. + + The output sending the notification. + The originating playable of the notification. + The notification to be sent. + Extra information about the state when the notification was fired. + + + + Unregisters a receiver on the output. + + The target output. + The receiver to unregister. + + + + Sets the bound object to a new value. Used to associate an output to an object (Track asset in case of Timeline). + + The PlayableOutput used by this operation. + The new reference object value. + + + + Sets the source playable's output connection index. For playables with multiple outputs, this determines which sub-branch of the source playable generates this output. + + The PlayableOutput used by this operation. + The new output port value. + + + + Sets which playable that computes the output and which sub-tree index. + + The PlayableOutput used by this operation. + The new source Playable. + The new output port value. + + + + Sets which playable that computes the output. + + The PlayableOutput used by this operation. + The new source Playable. + + + + Sets the opaque user data. This same data is passed as the last argument to ProcessFrame. + + The PlayableOutput used by this operation. + The new user data. + + + + Sets the weight of the connection from the PlayableOutput to the source playable. + + The PlayableOutput used by this operation. + The new weight. + + + + Traversal mode for Playables. + + + + + Causes the Playable to prepare and process it's inputs when demanded by an output. + + + + + Causes the Playable to act as a passthrough for PrepareFrame and ProcessFrame. If the PlayableOutput being processed is connected to the n-th input port of the Playable, the Playable only propagates the n-th output port. Use this enum value in conjunction with PlayableOutput SetSourceOutputPort. + + + + + Status of a Playable. + + + + + The Playable has been delayed, using PlayableExtensions.SetDelay. It will not start until the delay is entirely consumed. + + + + + The Playable has been paused. Its local time will not advance. + + + + + The Playable is currently Playing. + + + + + A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback. + + + + + A PlayableBinding that contains information representing a ScriptingPlayableOutput. + + + + + Creates a PlayableBinding that contains information representing a ScriptPlayableOutput. + + A reference to a UnityEngine.Object that acts as a key for this binding. + The type of object that will be bound to the ScriptPlayableOutput. + The name of the ScriptPlayableOutput. + + Returns a PlayableBinding that contains information that is used to create a ScriptPlayableOutput. + + + + + A IPlayableOutput implementation that contains a script output for the a PlayableGraph. + + + + + Creates a new ScriptPlayableOutput in the associated PlayableGraph. + + The PlayableGraph that will contain the ScriptPlayableOutput. + The name of this ScriptPlayableOutput. + + The created ScriptPlayableOutput. + + + + + Returns an invalid ScriptPlayableOutput. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Native engine system updated by the Player loop. + + + + + A native engine system that the native player loop updates. + + + + + Native engine system updated by the Player loop. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Update phase in the native player loop that waits for the operating system (OS) to flip the back buffer to the display and update the time in the engine. + + + + + Waits for the operating system (OS) to flip the back buffer to the display and update the time in the engine. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + PlayerPrefs is a class that stores Player preferences between game sessions. It can store string, float and integer values into the user’s platform registry. + + + + + Removes all keys and values from the preferences. Use with caution. + + + + + Removes the given key from the PlayerPrefs. If the key does not exist, DeleteKey has no impact. + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns true if the given key exists in PlayerPrefs, otherwise returns false. + + + + + + Writes all modified preferences to disk. + + + + + Sets the float value of the preference identified by the given key. You can use PlayerPrefs.GetFloat to retrieve this value. + + + + + + + Sets a single integer value for the preference identified by the given key. You can use PlayerPrefs.GetInt to retrieve this value. + + + + + + + Sets a single string value for the preference identified by the given key. You can use PlayerPrefs.GetString to retrieve this value. + + + + + + + An exception thrown by the PlayerPrefs class in a web player build. + + + + + A Collection such as List, HashSet, Dictionary etc can be pooled and reused by using a CollectionPool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A version of Pool.CollectionPool_2 for Dictionaries. + + + + + Provides a static implementation of Pool.ObjectPool_1. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A version of Pool.CollectionPool_2 for HashSets. + + + + + Interface for ObjectPools. + + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + The total amount of items currently in the pool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A linked list version of Pool.IObjectPool_1. + + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Number of objects that are currently available in the pool. + + + + + Creates a new LinkedPool instance. + + Used to create a new instance when the pool is empty. In most cases this will just be `() = new T()`. + Called when the instance is taken from the pool. + Called when the instance is returned to the pool. This can be used to clean up or disable the instance. + Called when the element could not be returned to the pool due to the pool reaching the maximum size. + Collection checks are performed when an instance is returned back to the pool. An exception will be thrown if the instance is already in the pool. Collection checks are only performed in the Editor. + The maximum size of the pool. When the pool reaches the max size then any further instances returned to the pool will be destroyed and garbage-collected. This can be used to prevent the pool growing to a very large size. + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A version of Pool.CollectionPool_2 for Lists. + + + + + A stack based Pool.IObjectPool_1. + + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Number of objects that have been created by the pool but are currently in use and have not yet been returned. + + + + + The total number of active and inactive objects. + + + + + Number of objects that are currently available in the pool. + + + + + Creates a new ObjectPool instance. + + Used to create a new instance when the pool is empty. In most cases this will just be () => new T(). + Called when the instance is taken from the pool. + Called when the instance is returned to the pool. This can be used to clean up or disable the instance. + Called when the element could not be returned to the pool due to the pool reaching the maximum size. + Collection checks are performed when an instance is returned back to the pool. An exception will be thrown if the instance is already in the pool. Collection checks are only performed in the Editor. + The default capacity the stack will be created with. + The maximum size of the pool. When the pool reaches the max size then any further instances returned to the pool will be ignored and can be garbage collected. This can be used to prevent the pool growing to a very large size. + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + Provides a static implementation of Pool.ObjectPool_1. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + Representation of a Position, and a Rotation in 3D Space + + + + + Returns the forward vector of the pose. + + + + + Shorthand for pose which represents zero position, and an identity rotation. + + + + + The position component of the pose. + + + + + Returns the right vector of the pose. + + + + + The rotation component of the pose. + + + + + Returns the up vector of the pose. + + + + + Creates a new pose with the given vector, and quaternion values. + + + + + Transforms the current pose into the local space of the provided pose. + + + + + + Transforms the current pose into the local space of the provided pose. + + + + + + Returns true if two poses are equal. + + + + + + + Returns true if two poses are not equal. + + + + + + + Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode. + + + + + The various primitives that can be created using the GameObject.CreatePrimitive function. + + + + + A capsule primitive. + + + + + A cube primitive. + + + + + A cylinder primitive. + + + + + A plane primitive. + + + + + A quad primitive. + + + + + A sphere primitive. + + + + + Custom CPU Profiler label used for profiling arbitrary code blocks. + + + + + Begin profiling a piece of code with a custom label defined by this instance of CustomSampler. + + + + + + Begin profiling a piece of code with a custom label defined by this instance of CustomSampler. + + + + + + Creates a new CustomSampler for profiling parts of your code. + + Name of the Sampler. + Specifies whether this Sampler records GPU timings. If you want the Sampler to record GPU timings, set this to true. + + CustomSampler object or null if a built-in Sampler with the same name exists. + + + + + Creates a new CustomSampler for profiling parts of your code. + + Name of the Sampler. + Specifies whether this Sampler records GPU timings. If you want the Sampler to record GPU timings, set this to true. + + CustomSampler object or null if a built-in Sampler with the same name exists. + + + + + End profiling a piece of code with a custom label. + + + + + A raw data representation of a screenshot. + + + + + Height of the image. + + + + + The format in which the image was captured. + + + + + A non-owning reference to the image data. + + + + + Width of the image. + + + + + Flags that specify which fields to capture in a snapshot. + + + + + Corresponds to the ManagedHeapSections, ManagedStacks, Connections, TypeDescriptions fields in a Memory Snapshot. + + + + + Corresponds to the NativeAllocations, NativeMemoryRegions, NativeRootReferences, and NativeMemoryLabels fields in a Memory Snapshot. + + + + + Corresponds to the NativeAllocationSite field in a Memory Snapshot. + + + + + Corresponds to the NativeObject and NativeType fields in a Memory Snapshot. + + + + + Corresponds to the NativeCallstackSymbol field in a Memory Snapshot. + + + + + Memory profiling API container class. + + + + + A metadata event that collection methods can subscribe to. + + + + + + Triggers a memory snapshot capture. + + Destination path for the memory snapshot file. + Event that is fired once the memory snapshot has finished the process of capturing data. + Flag mask defining the content of the memory snapshot. + Event that you can specify to retrieve a screengrab after the snapshot has finished. + + + + Triggers a memory snapshot capture. + + Destination path for the memory snapshot file. + Event that is fired once the memory snapshot has finished the process of capturing data. + Flag mask defining the content of the memory snapshot. + Event that you can specify to retrieve a screengrab after the snapshot has finished. + + + + Triggers a memory snapshot capture to the Application.temporaryCachePath folder. + + Event that is fired once the memory snapshot has finished the process of capturing data. + Flag mask defining the content of the memory snapshot. + + + + Container for memory snapshot meta data. + + + + + User defined meta data. + + + + + Memory snapshot meta data containing platform information. + + + + + Controls the from script. + + + + + The number of ProfilerArea|Profiler Areas that you can profile. + + + + + Enables the recording of callstacks for managed allocations. + + + + + Enables the logging of profiling data to a file. + + + + + Enables the Profiler. + + + + + Specifies the file to use when writing profiling data. + + + + + Resize the profiler sample buffers to allow the desired amount of samples per thread. + + + + + Sets the maximum amount of memory that Profiler uses for buffering data. This property is expressed in bytes. + + + + + Heap size used by the program. + + + Size of the used heap in bytes, (or 0 if the profiler is disabled). + + + + + Returns the number of bytes that Unity has allocated. This does not include bytes allocated by external libraries or drivers. + + + Size of the memory allocated by Unity (or 0 if the profiler is disabled). + + + + + Displays the recorded profile data in the profiler. + + The name of the file containing the frame data, including extension. + + + + Begin profiling a piece of code with a custom label. + + A string to identify the sample in the Profiler window. + An object that provides context to the sample,. + + + + Begin profiling a piece of code with a custom label. + + A string to identify the sample in the Profiler window. + An object that provides context to the sample,. + + + + Enables profiling on the thread from which you call this method. + + The name of the thread group to which the thread belongs. + The name of the thread. + + + + Write metadata associated with the current frame to the Profiler stream. + + Module identifier. Used to distinguish metadata streams between different plugins, packages or modules. + Data stream index. + Binary data. + + + + Write metadata associated with the current frame to the Profiler stream. + + Module identifier. Used to distinguish metadata streams between different plugins, packages or modules. + Data stream index. + Binary data. + + + + Write metadata associated with the current frame to the Profiler stream. + + Module identifier. Used to distinguish metadata streams between different plugins, packages or modules. + Data stream index. + Binary data. + + + + Write metadata associated with the whole Profiler session capture. + + Unique identifier associated with the data. + Data stream index. + Binary data. + + + + Write metadata associated with the whole Profiler session capture. + + Unique identifier associated with the data. + Data stream index. + Binary data. + + + + Write metadata associated with the whole Profiler session capture. + + Unique identifier associated with the data. + Data stream index. + Binary data. + + + + Ends the current profiling sample. + + + + + Frees the internal resources used by the Profiler for the thread. + + + + + Returns all ProfilerCategory registered in Profiler. + + + + + + Returns all ProfilerCategory registered in Profiler. + + + + + + Returns the amount of allocated memory for the graphics driver, in bytes. + +Only available in development players and editor. + + + + + Returns whether or not a given ProfilerArea is currently enabled. + + Which area you want to check the state of. + + Returns whether or not a given ProfilerArea is currently enabled. + + + + + Returns number of ProfilerCategory registered in Profiler. + + + Returns number of ProfilerCategory registered in Profiler. + + + + + Returns the size of the mono heap. + + + + + Returns the size of the reserved space for managed-memory. + + + The size of the managed heap. + + + + + Returns the used size from mono. + + + + + Gets the allocated managed memory for live objects and non-collected objects. + + + Returns a long integer value of the memory in use. + + + + + Returns the runtime memory usage of the resource. + + + + + + Gathers the native-memory used by a Unity object. + + The target Unity object. + + The amount of native-memory used by a Unity object. This returns 0 if the Profiler is not available. + + + + + Returns the size of the temp allocator. + + + Size in bytes. + + + + + Returns the amount of allocated and used system memory. + + + + + The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system; this includes double the required memory for textures becuase Unity keeps a copy of each texture on both the CPU and GPU. This function returns the amount of used memory in those pools. + + + The amount of memory allocated by Unity. This returns 0 if the Profiler is not available. + + + + + Returns heap memory fragmentation information. + + An array to receive the count of free blocks grouped by power of two sizes. Given a small array, Unity counts the larger free blocks together in the final array element. + + Returns the total number of free blocks in the dynamic heap. + + + + + Returns the amount of reserved system memory. + + + + + The total memory Unity has reserved. + + + Memory reserved by Unity in bytes. This returns 0 if the Profiler is not available. + + + + + Returns the amount of reserved but not used system memory. + + + + + Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools. + + + The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available. + + + + + Returns whether or not a given ProfilerCategory is currently enabled. + + Which category you want to check the state of. + + Returns whether or not a given ProfilerCategory is currently enabled. + + + + + Enable or disable a given ProfilerArea. + + The area you want to enable or disable. + Enable or disable the collection of data for this area. + + + + Enable or disable a given ProfilerCategory. + + The category you want to enable or disable. + Enable or disable the collection of data for this category. + + + + Sets the size of the temp allocator. + + Size in bytes. + + Returns true if requested size was successfully set. Will return false if value is disallowed (too small). + + + + + The different areas of profiling, corresponding to the charts in ProfilerWindow. + + + + + Audio statistics. + + + + + CPU statistics. + + + + + Global Illumination statistics. + + + + + GPU statistics. + + + + + Memory statistics. + + + + + Network messages statistics. + + + + + Network operations statistics. + + + + + 3D Physics statistics. + + + + + 2D physics statistics. + + + + + Rendering statistics. + + + + + UI statistics. + + + + + Detailed UI statistics. + + + + + Video playback statistics. + + + + + Virtual Texturing statistics. + + + + + Records profiling data produced by a specific Sampler. + + + + + Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only) + + + + + Enables recording. + + + + + Gets the accumulated GPU time, in nanoseconds, for a frame. The Recorder has a three frame delay so this gives the timings for the frame that was three frames before the one that you access this property on. (Read Only). + + + + + Gets the number of Begin/End time pairs that the GPU executed during a frame. The Recorder has a three frame delay so this gives the timings for the frame that was three frames before the one that you access this property on. (Read Only). + + + + + Returns true if Recorder is valid and can collect data. (Read Only) + + + + + Number of time Begin/End pairs was called during the previous frame. (Read Only) + + + + + Configures the recorder to collect samples from all threads. + + + + + Configures the recorder to only collect data from the current thread. + + + + + Use this function to get a Recorder for the specific Profiler label. + + Sampler name. + + Recorder object for the specified Sampler. + + + + + Provides control over a CPU Profiler label. + + + + + Returns true if Sampler is valid. (Read Only) + + + + + Sampler name. (Read Only) + + + + + Returns Sampler object for the specific CPU Profiler label. + + Profiler Sampler name. + + Sampler object which represents specific profiler label. + + + + + Returns number and names of all registered Profiler labels. + + Preallocated list the Sampler names are written to. Or null if you want to get number of Samplers only. + + Number of active Samplers. + + + + + Returns Recorder associated with the Sampler. + + + Recorder object associated with the Sampler. + + + + + A script interface for a. + + + + + The aspect ratio of the projection. + + + + + The far clipping plane distance. + + + + + The field of view of the projection in degrees. + + + + + Which object layers are ignored by the projector. + + + + + The material that will be projected onto every object. + + + + + The near clipping plane distance. + + + + + Is the projection orthographic (true) or perspective (false)? + + + + + Projection's half-size when in orthographic mode. + + + + + Base class to derive custom property attributes from. Use this to create custom attributes for script variables. + + + + + Optional field to specify the order that multiple DecorationDrawers should be drawn in. + + + + + Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames. + +Internally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison. + +PropertyName is serializable. + +ToString() is only implemented for debugging purposes in the editor it returns "theName:3737" in the player it returns "Unknown:3737". + + + + + Initializes the PropertyName using a string. + + + + + + Determines whether this instance and a specified object, which must also be a PropertyName object, have the same value. + + + + + + Returns the hash code for this PropertyName. + + + + + Converts the string passed into a PropertyName. See Also: PropertyName.ctor(System.String). + + + + + + Indicates whether the specified PropertyName is an Empty string. + + + + + + Determines whether two specified PropertyName have the same string value. Because two PropertyNames initialized with the same string value always have the same name index, we can simply perform a comparison of two ints to find out if the string value equals. + + + + + + + Determines whether two specified PropertyName have a different string value. + + + + + + + For debugging purposes only. Returns the string value representing the string in the Editor. +Returns "UnityEngine.PropertyName" in the player. + + + + + Script interface for. + + + + + Active color space (Read Only). + + + + + Global anisotropic filtering mode. + + + + + Choose the level of Multi-Sample Anti-aliasing (MSAA) that the GPU performs. + + + + + Asynchronous texture and mesh data upload provides timesliced async texture and mesh data upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture and mesh data, Unity re-uses a ringbuffer whose size can be controlled. + +Use asyncUploadBufferSize to set the buffer size for asynchronous texture and mesh data uploads. The minimum value is 2 megabytes and the maximum value is 2047 megabytes. The buffer resizes automatically to fit the largest texture currently loading. To avoid a buffer resize (which can use extra system resources) set this value to the size of the largest texture in the Scene. If you have issues with excessive memory usage, you may need to reduce the value of this buffer or disable asyncUploadPersistentBuffer. Memory fragmentation can occur if you choose the latter option. + + + + + This flag controls if the async upload pipeline's ring buffer remains allocated when there are no active loading operations. +Set this to true, to make the ring buffer allocation persist after all upload operations have completed. +If you have issues with excessive memory usage, you can set this to false. This means you reduce the runtime memory footprint, but memory fragmentation can occur. +The default value is true. + + + + + Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. + +Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per +frame. Minimum value is 1 and maximum is 33. + + + + + If enabled, billboards will face towards camera position rather than camera orientation. + + + + + Desired color space (Read Only). + + + + + Global multiplier for the LOD's switching distance. + + + + + A texture size limit applied to most textures. Indicates how many mipmaps should be dropped. The default value is zero. + + + + + A maximum LOD level. All LOD groups. + + + + + Maximum number of frames queued up by graphics driver. + + + + + The indexed list of available Quality Settings. + + + + + Budget for how many ray casts can be performed per frame for approximate collision testing. + + + + + The maximum number of pixel lights that should affect any object. + + + + + Enables real-time reflection probes. + + + + + The RenderPipelineAsset that defines the override render pipeline for the current quality level. + + + + + In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting. + + + + + The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. + + + + + The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. + + + + + Number of cascades to use for directional light shadows. + + + + + Shadow drawing distance. + + + + + The rendering mode of Shadowmask. + + + + + Offset shadow frustum near plane. + + + + + Directional light shadow projection. + + + + + The default resolution of the shadow maps. + + + + + Real-time Shadows type to be used. + + + + + The maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project. + + + + + Should soft blending be used for particles? + + + + + Use a two-pass shader for the vegetation in the terrain engine. + + + + + Enable automatic streaming of texture mipmap levels based on their distance from all active cameras. + + + + + Process all enabled Cameras for texture streaming (rather than just those with StreamingController components). + + + + + The maximum number of active texture file IO requests from the texture streaming system. + + + + + The maximum number of mipmap levels to discard for each texture. + + + + + The total amount of memory (in megabytes) to be used by streaming and non-streaming textures. + + + + + The number of renderer instances that are processed each frame when calculating which texture mipmap levels should be streamed. + + + + + The number of vertical syncs that should pass between each frame. + + + + + Decrease the current quality level. + + Should expensive changes be applied (Anti-aliasing etc). + + + + [Editor Only]Fills the given list with all the Render Pipeline Assets on any Quality Level for the given platform. Without filtering by Render Pipeline Asset type or null. + + The platform to obtain the Render Pipeline Assets. + The list that will be filled with the unfiltered Render Pipeline Assets. There might be null Render Pipeline Assets. + + + + Returns the current graphics quality level. + + + + + Provides a reference to the QualitySettings object. + + + Returns the QualitySettings object. + + + + + Provides a reference to the RenderPipelineAsset that defines the override render pipeline for a given quality level. + + Index of the quality level. + + Returns null if the quality level does not exist, or if no asset is assigned to that quality level. Otherwise, returns the RenderPipelineAsset that defines the override render pipeline for the quality level. + + + + + Increase the current quality level. + + Should expensive changes be applied (Anti-aliasing etc). + + + + Sets the QualitySettings.lodBias|lodBias and QualitySettings.maximumLODLevel|maximumLODLevel at the same time. + + Global multiplier for the LOD's switching distance. + A maximum LOD level. All LOD groups. + If true, marks all views as dirty. + + + + Sets a new graphics quality level. + + Quality index to set. + Should expensive changes be applied (Anti-aliasing etc). + + + + Quaternions are used to represent rotations. + + + + + Returns or sets the euler angle representation of the rotation. + + + + + The identity rotation (Read Only). + + + + + Returns this quaternion with a magnitude of 1 (Read Only). + + + + + W component of the Quaternion. Do not directly modify quaternions. + + + + + X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Returns the angle in degrees between two rotations a and b. + + + + + + + Creates a rotation which rotates angle degrees around axis. + + + + + + + Constructs new Quaternion with given x,y,z,w components. + + + + + + + + + The dot product between two rotations. + + + + + + + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis; applied in that order. + + + + + + + + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis. + + + + + + Creates a rotation which rotates from fromDirection to toDirection. + + + + + + + Returns the Inverse of rotation. + + + + + + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. + + Start value, returned when t = 0. + End value, returned when t = 1. + Interpolation ratio. + + A quaternion interpolated between quaternions a and b. + + + + + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. + + + + + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Converts this quaternion to one with the same orientation but with a magnitude of 1. + + + + + + Are two quaternions equal to each other? + + + + + + + Combines rotations lhs and rhs. + + Left-hand side quaternion. + Right-hand side quaternion. + + + + Rotates the point point with rotation. + + + + + + + Rotates a rotation from towards to. + + + + + + + + Set x, y, z and w components of an existing Quaternion. + + + + + + + + + Creates a rotation which rotates from fromDirection to toDirection. + + + + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Spherically interpolates between quaternions a and b by ratio t. The parameter t is clamped to the range [0, 1]. + + Start value, returned when t = 0. + End value, returned when t = 1. + Interpolation ratio. + + A quaternion spherically interpolated between quaternions a and b. + + + + + Spherically interpolates between a and b by t. The parameter t is not clamped. + + + + + + + + Access the x, y, z, w components using [0], [1], [2], [3] respectively. + + + + + Converts a rotation to angle-axis representation (angles in degrees). + + + + + + + Returns a formatted string for this quaternion. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this quaternion. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this quaternion. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Easily generate random data for games. + + + + + Returns a random point inside or on a circle with radius 1.0 (Read Only). + + + + + Returns a random point inside or on a sphere with radius 1.0 (Read Only). + + + + + Returns a random point on the surface of a sphere with radius 1.0 (Read Only). + + + + + Returns a random rotation (Read Only). + + + + + Returns a random rotation with uniform distribution (Read Only). + + + + + Gets or sets the full internal state of the random number generator. + + + + + Returns a random float within [0.0..1.0] (range is inclusive) (Read Only). + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Initializes the random number generator state with a seed. + + Seed used to initialize the random number generator. + + + + Returns a random float within [minInclusive..maxInclusive] (range is inclusive). + + + + + + + Return a random int within [minInclusive..maxExclusive) (Read Only). + + + + + + + Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific range. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific range. + + The minimum allowed value. + The maximum allowed value. + + + + Describes an integer range. + + + + + The end index of the range (not inclusive). + + + + + The length of the range. + + + + + The starting index of the range, where 0 is the first position, 1 is the second, 2 is the third, and so on. + + + + + Constructs a new RangeInt with given start, length values. + + The starting index of the range. + The length of the range. + + + + Representation of rays. + + + + + The direction of the ray. + + + + + The origin point of the ray. + + + + + Creates a ray starting at origin along direction. + + + + + + + Returns a point at distance units along the ray. + + + + + + Returns a formatted string for this ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + A ray in 2D space. + + + + + The direction of the ray in world space. + + + + + The starting point of the ray in world space. + + + + + Creates a 2D ray starting at origin along direction. + + Origin. + Direction. + + + + + + Get a point that lies a given distance along a ray. + + Distance of the desired point along the path of the ray. + + + + Returns a formatted string for this 2D ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this 2D ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this 2D ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + This property only takes effect if you enable a global illumination setting such as for the GameObject associated with the target Mesh Renderer. Otherwise this property defaults to the Light Probes setting. + + + + + Makes the GameObject use lightmaps to receive Global Illumination. + + + + + The object will have the option to use Light Probes to receive Global Illumination. See Rendering.LightProbeUsage. + + + + + A 2D Rectangle defined by X and Y position, width and height. + + + + + The position of the center of the rectangle. + + + + + The height of the rectangle, measured from the Y position. + + + + + The position of the maximum corner of the rectangle. + + + + + The position of the minimum corner of the rectangle. + + + + + The X and Y position of the rectangle. + + + + + The width and height of the rectangle. + + + + + The width of the rectangle, measured from the X position. + + + + + The X coordinate of the rectangle. + + + + + The maximum X coordinate of the rectangle. + + + + + The minimum X coordinate of the rectangle. + + + + + The Y coordinate of the rectangle. + + + + + The maximum Y coordinate of the rectangle. + + + + + The minimum Y coordinate of the rectangle. + + + + + Shorthand for writing new Rect(0,0,0,0). + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Creates a new rectangle. + + The X value the rect is measured from. + The Y value the rect is measured from. + The width of the rectangle. + The height of the rectangle. + + + + + + + + + + Creates a rectangle given a size and position. + + The position of the minimum corner of the rect. + The width and height of the rect. + + + + Creates a rectangle from min/max coordinate values. + + The minimum X coordinate. + The minimum Y coordinate. + The maximum X coordinate. + The maximum Y coordinate. + + A rectangle matching the specified coordinates. + + + + + Returns a point inside a rectangle, given normalized coordinates. + + Rectangle to get a point inside. + Normalized coordinates to get a point for. + + + + Returns true if the rectangles are the same. + + + + + + + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Other rectangle to test overlapping with. + Does the test allow the widths and heights of the Rects to be negative? + + + + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Other rectangle to test overlapping with. + Does the test allow the widths and heights of the Rects to be negative? + + + + Returns the normalized coordinates cooresponding the the point. + + Rectangle to get normalized coordinates inside. + A point inside the rectangle to get normalized coordinates for. + + + + Set components of an existing Rect. + + + + + + + + + Returns a formatted string for this Rect. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this Rect. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this Rect. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + A 2D Rectangle defined by x, y, width, height with integers. + + + + + A RectInt.PositionCollection that contains all positions within the RectInt. + + + + + Center coordinate of the rectangle. + + + + + Height of the rectangle. + + + + + The upper right corner of the rectangle; which is the maximal position of the rectangle along the x- and y-axes, when it is aligned to both axes. + + + + + The lower left corner of the rectangle; which is the minimal position of the rectangle along the x- and y-axes, when it is aligned to both axes. + + + + + Returns the position (x, y) of the RectInt. + + + + + Returns the width and height of the RectInt. + + + + + Width of the rectangle. + + + + + Left coordinate of the rectangle. + + + + + Shows the maximum X value of the RectInt. + + + + + Shows the minimum X value of the RectInt. + + + + + Top coordinate of the rectangle. + + + + + Shows the maximum Y value of the RectInt. + + + + + Show the minimum Y value of the RectInt. + + + + + Clamps the position and size of the RectInt to the given bounds. + + Bounds to clamp the RectInt. + + + + Returns true if the given position is within the RectInt. + + Position to check. + + Whether the position is within the RectInt. + + + + + Returns true if the given RectInt is equal to this RectInt. + + + + + + RectInts overlap if each RectInt Contains a shared point. + + Other rectangle to test overlapping with. + + True if the other rectangle overlaps this one. + + + + + An iterator that allows you to iterate over all positions within the RectInt. + + + + + Current position of the enumerator. + + + + + Returns this as an iterator that allows you to iterate over all positions within the RectInt. + + + This RectInt.PositionEnumerator. + + + + + Moves the enumerator to the next position. + + + Whether the enumerator has successfully moved to the next position. + + + + + Resets this enumerator to its starting state. + + + + + Sets the bounds to the min and max value of the rect. + + + + + + + Returns the x, y, width and height of the RectInt. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns the x, y, width and height of the RectInt. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns the x, y, width and height of the RectInt. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Offsets for rectangles, borders, etc. + + + + + Bottom edge size. + + + + + Shortcut for left + right. (Read Only) + + + + + Left edge size. + + + + + Right edge size. + + + + + Top edge size. + + + + + Shortcut for top + bottom. (Read Only) + + + + + Add the border offsets to a rect. + + + + + + Creates a new rectangle with offsets. + + + + + + + + + Creates a new rectangle with offsets. + + + + + + + + + Remove the border offsets from a rect. + + + + + + Returns a formatted string for this RectOffset. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this RectOffset. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this RectOffset. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Position, size, anchor and pivot information for a rectangle. + + + + + The position of the pivot of this RectTransform relative to the anchor reference point. + + + + + The 3D position of the pivot of this RectTransform relative to the anchor reference point. + + + + + The normalized position in the parent RectTransform that the upper right corner is anchored to. + + + + + The normalized position in the parent RectTransform that the lower left corner is anchored to. + + + + + The object that is driving the values of this RectTransform. Value is null if not driven. + + + + + The offset of the upper right corner of the rectangle relative to the upper right anchor. + + + + + The offset of the lower left corner of the rectangle relative to the lower left anchor. + + + + + The normalized position in this RectTransform that it rotates around. + + + + + Event that is invoked for RectTransforms that need to have their driven properties reapplied. + + + + + + The calculated rectangle in the local space of the Transform. + + + + + The size of this RectTransform relative to the distances between the anchors. + + + + + An axis that can be horizontal or vertical. + + + + + Horizontal. + + + + + Vertical. + + + + + Enum used to specify one edge of a rectangle. + + + + + The bottom edge. + + + + + The left edge. + + + + + The right edge. + + + + + The top edge. + + + + + Force the recalculation of RectTransforms internal data. + + + + + Get the corners of the calculated rectangle in the local space of its Transform. + + The array that corners are filled into. + + + + Get the corners of the calculated rectangle in world space. + + The array that corners are filled into. + + + + Delegate used for the reapplyDrivenProperties event. + + + + + + Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size. + + The edge of the parent rectangle to inset from. + The inset distance. + The size of the rectangle along the same direction of the inset. + + + + Makes the RectTransform calculated rect be a given size on the specified axis. + + The axis to specify the size along. + The desired size along the specified axis. + + + + The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections. + + + + + The color with which the texture of reflection probe will be cleared. + + + + + Reference to the baked texture of the reflection probe's surrounding. + + + + + Distance around probe used for blending (used in deferred probes). + + + + + The bounding volume of the reflection probe (Read Only). + + + + + Should this reflection probe use box projection? + + + + + The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. + + + + + How the reflection probe clears the background. + + + + + This is used to render parts of the reflecion probe's surrounding selectively. + + + + + Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. + + + + + Adds a delegate to get notifications when the default specular Cubemap is changed. + + + + + + Adds a delegate to get notifications when the default specular Cubemap is changed. + + + + + + The surface texture of the default reflection probe that captures the environment contribution. Read only. + + + + + HDR decode values of the default reflection probe texture. + + + + + The far clipping plane distance when rendering the probe. + + + + + Should this reflection probe use HDR rendering? + + + + + Reflection probe importance. + + + + + The intensity modifier that is applied to the texture of reflection probe in the shader. + + + + + Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? + + + + + The near clipping plane distance when rendering the probe. + + + + + Reference to the real-time texture of the reflection probe's surroundings. Use this to assign a RenderTexture to use for real-time reflection. + + + + + Adds a delegate to get notifications when a Reflection Probe is added to a Scene or removed from a Scene. + + + + + + Sets the way the probe will refresh. + +See Also: ReflectionProbeRefreshMode. + + + + + Specifies whether Unity should render non-static GameObjects into the Reflection Probe. If you set this to true, Unity renders non-static GameObjects into the Reflection Probe. If you set this to false, Unity does not render non-static GameObjects into the Reflection Probe. Unity only takes this property into account if the Reflection Probe's Type is Custom. + + + + + Resolution of the underlying reflection texture in pixels. + + + + + Shadow drawing distance when rendering the probe. + + + + + The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. + + + + + Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). + + + + + HDR decode values of the reflection probe texture. + + + + + Sets this probe time-slicing mode + +See Also: ReflectionProbeTimeSlicingMode. + + + + + Utility method to blend 2 cubemaps into a target render texture. + + Cubemap to blend from. + Cubemap to blend to. + Blend weight. + RenderTexture which will hold the result of the blend. + + Returns trues if cubemaps were blended, false otherwise. + + + + + Checks if a probe has finished a time-sliced render. + + An integer representing the RenderID as returned by the RenderProbe method. + + + True if the render has finished, false otherwise. + + See Also: timeSlicingMode + + + + + + Types of events that occur when ReflectionProbe components are used in a Scene. + + + + + An event that occurs when a Reflection Probe component is added to a Scene or enabled in a Scene. + + + + + An event that occurs when a Reflection Probe component is unloaded from a Scene or disabled in a Scene. + + + + + Refreshes the probe's cubemap. + + Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture. + + + An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode. + + See Also: IsFinishedRendering + See Also: timeSlicingMode + + + + + + Revert all ReflectionProbe parameters to default. + + + + + Updates the culling system with the ReflectionProbe's current state. This ensures that Unity correctly culls the ReflectionProbe during rendering if you implement your own runtime reflection system. + + + + + Represents the display refresh rate. This is how many frames the display can show per second. + + + + + Denominator of the refresh rate fraction. + + + + + Numerator of the refresh rate fraction. + + + + + The numerical value of the refresh rate in hertz. + + + + + Color or depth buffer part of a RenderTexture. + + + + + Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS. + + + + + General functionality for all renderers. + + + + + Controls if dynamic occlusion culling should be performed for this renderer. + + + + + The bounding box of the renderer in world space. + + + + + Makes the rendered 3D object visible if enabled. + + + + + Allows turning off rendering for a specific component. + + + + + Indicates whether the renderer is part of a with other renderers. + + + + + Is this renderer visible in any camera? (Read Only) + + + + + The index of the baked lightmap applied to this renderer. + + + + + The UV scale & offset used for a lightmap. + + + + + If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. + + + + + The light probe interpolation type. + + + + + The bounding box of the renderer in local space. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + Returns the first instantiated Material assigned to the renderer. + + + + + Returns all the instantiated materials of this object. + + + + + Specifies the mode for motion vector rendering. + + + + + Specifies whether this renderer has a per-object motion vector pass. + + + + + If set, Renderer will use this Transform's position to find the light or reflection probe. + + + + + Describes how this renderer is updated for ray tracing. + + + + + The index of the real-time lightmap applied to this renderer. + + + + + The UV scale & offset used for a real-time lightmap. + + + + + Does this object receive shadows? + + + + + Should reflection probes be used for this Renderer? + + + + + This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last. + + + + + Determines which rendering layer this renderer lives on. + + + + + Does this object cast shadows? + + + + + The shared material of this object. + + + + + All the shared materials of this object. + + + + + Unique ID of the Renderer's sorting layer. + + + + + Name of the Renderer's sorting layer. + + + + + Renderer's order within a sorting layer. + + + + + Is this renderer a static shadow caster? + + + + + Should light probes be used for this Renderer? + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. + + + + + + Returns all the instantiated materials of this object. + + A list of materials to populate. + + + + Get per-Renderer or per-Material property block. + + Material parameters to retrieve. + The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1. + + + + Get per-Renderer or per-Material property block. + + Material parameters to retrieve. + The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1. + + + + Returns all the shared materials of this object. + + A list of materials to populate. + + + + Returns true if the Renderer has a material property block attached via SetPropertyBlock. + + + + + Reset custom world space bounds. + + + + + Reset custom local space bounds. + + + + + Lets you set or clear per-renderer or per-material parameter overrides. + + Property block with values you want to override. + The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1. + + + + Lets you set or clear per-renderer or per-material parameter overrides. + + Property block with values you want to override. + The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1. + + + + Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System. + + + + + Schedules an update of the albedo and emissive Textures of a system that contains the Renderer. + + + + + + Ambient lighting mode. + + + + + Ambient lighting is defined by a custom cubemap. + + + + + Flat ambient lighting. + + + + + Skybox-based or custom ambient lighting. + + + + + Trilight ambient lighting. + + + + + Allows the asynchronous read back of GPU resources. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Waits until the completion of every request. + + + + + Represents an asynchronous request for a GPU resource. + + + + + When reading data from a ComputeBuffer, depth is 1, otherwise, the property takes the value of the requested depth from the texture. + + + + + Checks whether the request has been processed. + + + + + This property is true if the request has encountered an error. + + + + + When reading data from a ComputeBuffer, height is 1, otherwise, the property takes the value of the requested height from the texture. + + + + + Number of layers in the current request. + + + + + The size in bytes of one layer of the readback data. + + + + + The width of the requested GPU data. + + + + + Fetches the data of a successful request. + + The index of the layer to retrieve. + + + + Triggers an update of the request. + + + + + Waits for completion of the request. + + + + + A declaration of a single color or depth rendering surface to be attached into a RenderPass. + + + + + The currently assigned clear color for this attachment. Default is black. + + + + + Currently assigned depth clear value for this attachment. Default value is 1.0. + + + + + Currently assigned stencil clear value for this attachment. Default is 0. + + + + + The format of this attachment. + + + + + The GraphicsFormat of this attachment. To use in place of format. + + + + + The load action to be used on this attachment when the RenderPass starts. + + + + + The surface to use as the backing storage for this AttachmentDescriptor. + + + + + When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. + + + + + The store action to use with this attachment when the RenderPass ends. Only used when either ConfigureTarget or ConfigureResolveTarget has been called. + + + + + When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear. + + Color clear value. Ignored on depth/stencil attachments. + Depth clear value. Ignored on color surfaces. + Stencil clear value. Ignored on color or depth-only surfaces. + + + + + + + When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. + + The target surface to receive the MSAA-resolved pixels. + + + + + Binds this AttachmentDescriptor to the given target surface. + + The surface to use as the backing storage for this AttachmentDescriptor. + Whether to read in the existing contents of the surface when the RenderPass starts. + Whether to store the rendering results of the attachment when the RenderPass ends. + + + + + Create a AttachmentDescriptor to be used with RenderPass. + + The format of this attachment. + + + + + Culling context for a batch. + + + + + Visibility information for the batch. + + + + + Culling matrix. + + + + + Planes to cull against. + + + + + See Also: LODParameters. + + + + + The near frustum plane for this culling context. + + + + + Array of visible indices for all the batches in the group. + + + + + Array of uints containing extra data for the visible indices for all the batches in the group. Elements in this array correspond to elements in Rendering.BatchCullingContext.visibleIndices. + + + + + A group of batches. + + + + + Adds a new batch to the group. + + The Mesh to draw. + Specifies which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + to use. + Whether the meshes cast shadows. + Whether the meshes receive shadows. + Specify whether to invert the backface culling (true) or not (false). This flag can "flip" the culling mode of all rendered objects. Major use case: rendering reflections for mirrors, water etc. Since virtual camera for rendering the reflection is mirrored, the culling order has to be inverted. You can see how the Water script in Effects standard package does that. + Bounds to use. Should specify the combined bounds of all the instances. + The number of instances to draw. + Additional material properties to apply. See MaterialPropertyBlock. + The GameObject to select when you pick an object that the batch renders. + Additional culling mask usually used for scene based culling. See Also: EditorSceneManager.GetSceneCullingMask. + Rendering layer this batch will lives on. See Also: Renderer.renderingLayerMask. + + The batch's index in the BatchedRendererGroup. + + + + + Adds a new batch to the group. + + The Mesh to draw. + Specifies which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + to use. + Whether the meshes cast shadows. + Whether the meshes receive shadows. + Specify whether to invert the backface culling (true) or not (false). This flag can "flip" the culling mode of all rendered objects. Major use case: rendering reflections for mirrors, water etc. Since virtual camera for rendering the reflection is mirrored, the culling order has to be inverted. You can see how the Water script in Effects standard package does that. + Bounds to use. Should specify the combined bounds of all the instances. + The number of instances to draw. + Additional material properties to apply. See MaterialPropertyBlock. + The GameObject to select when you pick an object that the batch renders. + Additional culling mask usually used for scene based culling. See Also: EditorSceneManager.GetSceneCullingMask. + Rendering layer this batch will lives on. See Also: Renderer.renderingLayerMask. + + The batch's index in the BatchedRendererGroup. + + + + + Creates a new Rendering.BatchRendererGroup. + + The delegate to call for performing culling. +See Also: BatchRendererGroup.OnPerformCulling. + + + + Deletes a group. + + + + + Enables or disables Rendering.BatchCullingContext.visibleIndicesY. + + Pass true to enable the array, or false to disable it. + + + + Retrieves the matrices associated with one batch. + + Batch index. + + Matrices associated with the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable matrix properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable matrix properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced float properties for a given batch. + + Batch index. + Property name. + + An array of writable float properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced float properties for a given batch. + + Batch index. + Property name. + + An array of writable float properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced int properties for a given batch. + + Batch index. + Property name. + + An array of writable int properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced int properties for a given batch. + + Batch index. + Property name. + + An array of writable int properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced int vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex, arranged linearly as individual int elements. + + + + + Retrieves an array of instanced int vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex, arranged linearly as individual int elements. + + + + + Retrieves the number of batches added to the group. + + + Number of batches inside the group. + + + + + Culling callback function. + + Group to cull. + Culling context. + + + + Removes a batch from the group. + Note: For performance reasons, the removal is done via emplace_back() which will simply replace the removed batch index with the last index in the array and will decrement the size. + If you're holding your own array of batch indices, you'll have to either regenerate it or apply the same emplace_back() mechanism as RemoveBatch does. + + Batch index. + + + + Sets the bounding box of the batch. + + Batch index. + The new bounds for the batch specified by batchIndex. + + + + Sets flag bits that enable special behavior for this Hybrid Renderer V2 batch. + + Batch index. Must be a Hybrid Renderer V2 batch. + Flag bits to set for the batch. + + + + Sets all Hybrid Renderer DOTS instancing metadata for this batch, and marks it as a Hybrid Renderer V2 batch. + + Batch index. + One int for each DOTS instancing metadata constant buffer that describes how many metadata ints are in each of them. + Metadata ints for all DOTS instancing metadata constant buffers, laid out one after another. cbufferLengths describes which ints belong to which constant buffer. + + + + Updates a batch. + + Batch index. + New number of instances in the batch. + Additional material properties to apply. See MaterialPropertyBlock. + + + + Describes the visibility for a batch. + + + + + Input property specifying the total number of instances in the batch. (readonly). + + + + + Input property specifying the offset into the BatchCullingContext.visibleIndices where the batch's visibile indices start. (readonly). + + + + + Output property that has to be set to the number of visible instances in the batch after culling. + + + + + Blend mode for controlling the blending. + + + + + Blend factor is (Ad, Ad, Ad, Ad). + + + + + Blend factor is (Rd, Gd, Bd, Ad). + + + + + Blend factor is (1, 1, 1, 1). + + + + + Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad). + + + + + Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad). + + + + + Blend factor is (1 - As, 1 - As, 1 - As, 1 - As). + + + + + Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As). + + + + + Blend factor is (As, As, As, As). + + + + + Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad). + + + + + Blend factor is (Rs, Gs, Bs, As). + + + + + Blend factor is (0, 0, 0, 0). + + + + + Blend operation. + + + + + Add (s + d). + + + + + Color burn (Advanced OpenGL blending). + + + + + Color dodge (Advanced OpenGL blending). + + + + + Darken (Advanced OpenGL blending). + + + + + Difference (Advanced OpenGL blending). + + + + + Exclusion (Advanced OpenGL blending). + + + + + Hard light (Advanced OpenGL blending). + + + + + HSL color (Advanced OpenGL blending). + + + + + HSL Hue (Advanced OpenGL blending). + + + + + HSL luminosity (Advanced OpenGL blending). + + + + + HSL saturation (Advanced OpenGL blending). + + + + + Lighten (Advanced OpenGL blending). + + + + + Logical AND (s & d) (D3D11.1 only). + + + + + Logical inverted AND (!s & d) (D3D11.1 only). + + + + + Logical reverse AND (s & !d) (D3D11.1 only). + + + + + Logical Clear (0). + + + + + Logical Copy (s) (D3D11.1 only). + + + + + Logical inverted Copy (!s) (D3D11.1 only). + + + + + Logical Equivalence !(s XOR d) (D3D11.1 only). + + + + + Logical Inverse (!d) (D3D11.1 only). + + + + + Logical NAND !(s & d). D3D11.1 only. + + + + + Logical No-op (d) (D3D11.1 only). + + + + + Logical NOR !(s | d) (D3D11.1 only). + + + + + Logical OR (s | d) (D3D11.1 only). + + + + + Logical inverted OR (!s | d) (D3D11.1 only). + + + + + Logical reverse OR (s | !d) (D3D11.1 only). + + + + + Logical SET (1) (D3D11.1 only). + + + + + Logical XOR (s XOR d) (D3D11.1 only). + + + + + Max. + + + + + Min. + + + + + Multiply (Advanced OpenGL blending). + + + + + Overlay (Advanced OpenGL blending). + + + + + Reverse subtract. + + + + + Screen (Advanced OpenGL blending). + + + + + Soft light (Advanced OpenGL blending). + + + + + Subtract. + + + + + Values for the blend state. + + + + + Turns on alpha-to-coverage. + + + + + Blend state for render target 0. + + + + + Blend state for render target 1. + + + + + Blend state for render target 2. + + + + + Blend state for render target 3. + + + + + Blend state for render target 4. + + + + + Blend state for render target 5. + + + + + Blend state for render target 6. + + + + + Blend state for render target 7. + + + + + Default values for the blend state. + + + + + Determines whether each render target uses a separate blend state. + + + + + Creates a new blend state with the specified values. + + Determines whether each render target uses a separate blend state. + Turns on alpha-to-coverage. + + + + Built-in temporary render textures produced during camera's rendering. + + + + + The raw RenderBuffer pointer to be used. + + + + + Target texture of currently rendering camera. + + + + + Currently active render target. + + + + + Camera's depth texture. + + + + + Camera's depth+normals texture. + + + + + Deferred shading G-buffer #0 (typically diffuse color). + + + + + Deferred shading G-buffer #1 (typically specular + roughness). + + + + + Deferred shading G-buffer #2 (typically normals). + + + + + Deferred shading G-buffer #3 (typically emission/lighting). + + + + + Deferred shading G-buffer #4 (typically occlusion mask for static lights if any). + + + + + G-buffer #5 Available. + + + + + G-buffer #6 Available. + + + + + G-buffer #7 Available. + + + + + Motion Vectors generated when the camera has motion vectors enabled. + + + + + Deferred lighting light buffer. + + + + + Deferred lighting HDR specular light buffer (Xbox 360 only). + + + + + Deferred lighting (normals+specular) G-buffer. + + + + + A globally set property name. + + + + + Reflections gathered from default reflection and reflections probes. + + + + + The given RenderTexture. + + + + + Resolved depth buffer from deferred. + + + + + Defines set by editor when compiling shaders, based on the target platform and GraphicsTier. + + + + + SHADER_API_DESKTOP is set when compiling shader for "desktop" platforms. + + + + + SHADER_API_ES30 is set when the Graphics API is OpenGL ES 3 and the minimum supported OpenGL ES 3 version is OpenGL ES 3.0. + + + + + SHADER_API_MOBILE is set when compiling shader for mobile platforms. + + + + + Unity enables UNITY_ASTC_NORMALMAP_ENCODING when DXT5nm-style normal maps are used on Android, iOS or tvOS. + + + + + UNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space. + + + + + UNITY_ENABLE_DETAIL_NORMALMAP is set if Detail Normal Map should be sampled if assigned. + + + + + UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS enables use of built-in shadow comparison samplers on OpenGL ES 2.0. + + + + + UNITY_ENABLE_REFLECTION_BUFFERS is set when deferred shading renders reflection probes in deferred mode. With this option set reflections are rendered into a per-pixel buffer. This is similar to the way lights are rendered into a per-pixel buffer. UNITY_ENABLE_REFLECTION_BUFFERS is on by default when using deferred shading, but you can turn it off by setting “No support” for the Deferred Reflections shader option in Graphics Settings. When the setting is off, reflection probes are rendered per-object, similar to the way forward rendering works. + + + + + UNITY_FRAMEBUFFER_FETCH_AVAILABLE is set when compiling shaders for platforms where framebuffer fetch is potentially available. + + + + + UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS is set automatically for platforms that don't require full floating-point precision support in fragment shaders. + + + + + UNITY_HARDWARE_TIER1 is set when compiling shaders for GraphicsTier.Tier1. + + + + + UNITY_HARDWARE_TIER2 is set when compiling shaders for GraphicsTier.Tier2. + + + + + UNITY_HARDWARE_TIER3 is set when compiling shaders for GraphicsTier.Tier3. + + + + + UNITY_LIGHT_PROBE_PROXY_VOLUME is set when Light Probe Proxy Volume feature is supported by the current graphics API and is enabled in the. You can only set a Graphics Tier in the Built-in Render Pipeline. + + + + + UNITY_LIGHTMAP_DLDR_ENCODING is set when lightmap textures are using double LDR encoding to store the values in the texture. + + + + + UNITY_LIGHTMAP_FULL_HDR is set when lightmap textures are not using any encoding to store the values in the texture. + + + + + UNITY_LIGHTMAP_RGBM_ENCODING is set when lightmap textures are using RGBM encoding to store the values in the texture. + + + + + UNITY_METAL_SHADOWS_USE_POINT_FILTERING is set if shadow sampler should use point filtering on iOS Metal. + + + + + UNITY_NO_DXT5nm is set when compiling shader for platform that do not support DXT5NM, meaning that normal maps will be encoded in RGB instead. + + + + + UNITY_NO_FULL_STANDARD_SHADER is set if Standard shader BRDF3 with extra simplifications should be used. + + + + + UNITY_NO_RGBM is set when compiling shader for platform that do not support RGBM, so dLDR will be used instead. + + + + + UNITY_NO_SCREENSPACE_SHADOWS is set when screenspace cascaded shadow maps are disabled. + + + + + UNITY_PBS_USE_BRDF1 is set if Standard Shader BRDF1 should be used. + + + + + UNITY_PBS_USE_BRDF2 is set if Standard Shader BRDF2 should be used. + + + + + UNITY_PBS_USE_BRDF3 is set if Standard Shader BRDF3 should be used. + + + + + Unity enables UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION when Vulkan pre-transform is enabled and supported on the target build platform. + + + + + UNITY_SPECCUBE_BLENDING is set if Reflection Probes Blending is enabled. + + + + + UNITY_SPECCUBE_BLENDING is set if Reflection Probes Box Projection is enabled. + + + + + Unity sets UNITY_UNIFIED_SHADER_PRECISION_MODEL if, in Player Settings, you set Shader Precision Model to Unified. + + + + + UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS is set when Semitransparent Shadows are enabled. + + + + + Is virtual texturing enabled and supported on this platform. + + + + + Built-in shader modes used by Rendering.GraphicsSettings. + + + + + Don't use any shader, effectively disabling the functionality. + + + + + Use built-in shader (default). + + + + + Use custom shader instead of built-in one. + + + + + Built-in shader types used by Rendering.GraphicsSettings. + + + + + Shader used for deferred reflection probes. + + + + + Shader used for deferred shading calculations. + + + + + Shader used for depth and normals texture when enabled on a Camera. + + + + + Shader used for legacy deferred lighting calculations. + + + + + Default shader used for lens flares. + + + + + Default shader used for light halos. + + + + + Shader used for Motion Vectors when enabled on a Camera. + + + + + Shader used for screen-space cascaded shadows. + + + + + Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to. + + + + + After camera's depth+normals texture is generated. + + + + + After camera's depth texture is generated. + + + + + After camera has done rendering everything. + + + + + After final geometry pass in deferred lighting. + + + + + After transparent objects in forward rendering. + + + + + After opaque objects in forward rendering. + + + + + After deferred rendering G-buffer is rendered. + + + + + After halo and lens flares. + + + + + After image effects. + + + + + After image effects that happen between opaque & transparent objects. + + + + + After lighting pass in deferred rendering. + + + + + After reflections pass in deferred rendering. + + + + + After skybox is drawn. + + + + + Before camera's depth+normals texture is generated. + + + + + Before camera's depth texture is generated. + + + + + Before final geometry pass in deferred lighting. + + + + + Before transparent objects in forward rendering. + + + + + Before opaque objects in forward rendering. + + + + + Before deferred rendering G-buffer is rendered. + + + + + Before halo and lens flares. + + + + + Before image effects. + + + + + Before image effects that happen between opaque & transparent objects. + + + + + Before lighting pass in deferred rendering. + + + + + Before reflections pass in deferred rendering. + + + + + Before skybox is drawn. + + + + + The HDR mode to use for rendering. + + + + + Uses RenderTextureFormat.ARGBHalf. + + + + + Uses RenderTextureFormat.RGB111110Float. + + + + + The types of camera matrices that support late latching. + + + + + The camera's inverse view matrix. + + + + + The camera's inverse view projection matrix. + + + + + The camera's view matrix. + + + + + The camera's view projection matrix. + + + + + Camera related properties in CullingParameters. + + + + + Get a camera culling plane. + + Plane index (up to 5). + + Camera culling plane. + + + + + Get a shadow culling plane. + + Plane index (up to 5). + + Shadow culling plane. + + + + + Set a camera culling plane. + + Plane index (up to 5). + Camera culling plane. + + + + Set a shadow culling plane. + + Plane index (up to 5). + Shadow culling plane. + + + + Specifies which color components will get written into the target framebuffer. + + + + + Write all components (R, G, B and Alpha). + + + + + Write alpha component. + + + + + Write blue component. + + + + + Write green component. + + + + + Write red component. + + + + + List of graphics commands to execute. + + + + + Name of this command buffer. + + + + + Size of this command buffer in bytes (Read Only). + + + + + Adds a command to begin profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Adds a command to begin profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Adds a command to build the RayTracingAccelerationStructure to be used in a ray tracing dispatch. + + The RayTracingAccelerationStructure to be generated. + + + + Clear all commands in the buffer. + + + + + Clear random write targets for level pixel shaders. + + + + + Adds a "clear render target" command. + + Whether to clear both the depth buffer and the stencil buffer. + Should clear color buffer? + Which render targets to clear, defined using a bitwise OR combination of RTClearFlags values. + Color to clear with. + Depth to clear with (default is 1.0). + Stencil to clear with (default is 0). + + + + Adds a "clear render target" command. + + Whether to clear both the depth buffer and the stencil buffer. + Should clear color buffer? + Which render targets to clear, defined using a bitwise OR combination of RTClearFlags values. + Color to clear with. + Depth to clear with (default is 1.0). + Stencil to clear with (default is 0). + + + + Converts and copies a source texture to a destination texture with a different format or dimensions. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + + + Converts and copies a source texture to a destination texture with a different format or dimensions. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + + + Adds a command to copy the contents of one GraphicsBuffer into another. + + The source buffer. + The destination buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Shortcut for calling GommandBuffer.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + Shortcut for calling GommandBuffer.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + This functionality is deprecated, and should no longer be used. Please use CommandBuffer.CreateGraphicsFence. + + + + + + Creates a GraphicsFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU. + + The type of GraphicsFence to create. Currently the only supported value is GraphicsFenceType.AsyncQueueSynchronization. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored. + + Returns a new GraphicsFence. + + + + + Create a new empty command buffer. + + + + + Adds a command to disable a global or local shader keyword. + + The global or local shader keyword to disable. + The material on which to disable the local shader keyword. + The compute shader for which to disable the local shader keyword. + + + + Adds a command to disable a global or local shader keyword. + + The global or local shader keyword to disable. + The material on which to disable the local shader keyword. + The compute shader for which to disable the local shader keyword. + + + + Adds a command to disable a global or local shader keyword. + + The global or local shader keyword to disable. + The material on which to disable the local shader keyword. + The compute shader for which to disable the local shader keyword. + + + + Add a command to disable the hardware scissor rectangle. + + + + + Adds a command to disable a global shader keyword with a given name. + + Name of a global keyword to disable. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Adds a command to execute a RayTracingShader. + + RayTracingShader to execute. + The name of the ray generation shader. + The width of the ray generation shader thread grid. + The height of the ray generation shader thread grid. + The depth of the ray generation shader thread grid. + Optional parameter used to setup camera-related built-in shader variables. + + + + Add a "draw mesh" command. + + Mesh to draw. + Transformation matrix to use. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a "draw mesh with instancing" command. + +The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. + +InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a "draw mesh with instancing" command. + +The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. + +InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a "draw mesh with instancing" command. + +The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. + +InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with instancing" command. + +Draw a mesh using Procedural Instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. +If Material.enableInstancing is false, the command logs an error and skips rendering each time the command is executed; the command does not immediately fail and throw an exception. + +InvalidOperationException will be thrown if the current platform doesn't support this API (for example, if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a command onto the commandbuffer to draw the VR Device's occlusion mesh to the current render target. + + The viewport of the camera currently being rendered. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Index count to render. + Instance count to render. + The index buffer used to submit vertices to the GPU. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Index count to render. + Instance count to render. + The index buffer used to submit vertices to the GPU. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Index count to render. + Instance count to render. + The index buffer used to submit vertices to the GPU. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw renderer" command. + + Renderer to draw. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + + + + Adds a "draw renderer list" command. + + The RendererList to draw. + + + + Adds a command to enable a global or local shader keyword. + + The global or local shader keyword to enable. + The material on which to enable the local shader keyword. + The compute shader for which to enable the local shader keyword. + + + + Adds a command to enable a global or local shader keyword. + + The global or local shader keyword to enable. + The material on which to enable the local shader keyword. + The compute shader for which to enable the local shader keyword. + + + + Adds a command to enable a global or local shader keyword. + + The global or local shader keyword to enable. + The material on which to enable the local shader keyword. + The compute shader for which to enable the local shader keyword. + + + + Add a command to enable the hardware scissor rectangle. + + Viewport rectangle in pixel coordinates. + + + + Adds a command to enable a global keyword with a given name. + + Name of a global shader keyword to enable. + + + + Adds a command to end profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Adds a command to end profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Generate mipmap levels of a render texture. + + The render texture requiring mipmaps generation. + + + + Generate mipmap levels of a render texture. + + The render texture requiring mipmaps generation. + + + + Add a "get a temporary render texture" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. + Render texture memoryless mode. + + + + Add a "get a temporary render texture" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. + Render texture memoryless mode. + + + + Add a "get a temporary render texture array" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Number of slices in texture array. + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + + + + Increments the updateCount property of a Texture. + + Increments the updateCount for this Texture. + + + + Send a user-defined blit event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + User defined command id to send to the callback. + Source render target. + Destination render target. + User data command parameters. + User data command flags. + + + + Deprecated. Use CommandBuffer.IssuePluginCustomTextureUpdateV2 instead. + + Native code callback to queue for Unity's renderer to invoke. + Texture resource to be updated. + User data to send to the native plugin. + + + + Deprecated. Use CommandBuffer.IssuePluginCustomTextureUpdateV2 instead. + + Native code callback to queue for Unity's renderer to invoke. + Texture resource to be updated. + User data to send to the native plugin. + + + + Send a texture update event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + Texture resource to be updated. + User data to send to the native plugin. + + + + Send a user-defined event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + User defined id to send to the callback. + + + + Send a user-defined event to a native code plugin with custom data. + + Native code callback to queue for Unity's renderer to invoke. + Custom data to pass to the native plugin callback. + Built in or user defined id to send to the callback. + + + + Mark a global shader property id to be late latched. Possible shader properties include view, inverseView, viewProjection, and inverseViewProjection matrices. The Universal Render Pipeline (URP) uses this function to support late latching of shader properties. If you call this function when using built-in Unity rendering or the High-Definition Rendering Pipeline (HDRP), the results are ignored. + + Camera matrix property type to be late latched. + Shader property name id. + + + + Add a "release a temporary render texture" command. + + Shader property name for this texture. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Force an antialiased render texture to be resolved. + + The antialiased render texture to resolve. + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Adds a command to set the counter value of append/consume buffer. + + The destination buffer. + Value of the append/consume counter. + + + + Adds a command to set the counter value of append/consume buffer. + + The destination buffer. + Value of the append/consume counter. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a float parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a float parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive float parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive float parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set an integer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set an integer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive integer parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive integer parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set a matrix array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a vector array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Set flags describing the intention for how the command buffer will be executed. + + The flags to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader color property" command. + + + + + + + + Add a "set global shader color property" command. + + + + + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Adds a command to set the global depth bias. + + Scales the GPU's minimum resolvable depth buffer value to produce a constant depth offset. The minimum resolvable depth buffer value varies by device. + +Set to a negative value to draw geometry closer to the camera, or a positive value to draw geometry further away from the camera. + Scales the maximum Z slope, also called the depth slope, to produce a variable depth offset for each polygon. + +Polygons that are not parallel to the near and far clip planes have Z slope. Adjust this value to avoid visual artifacts on such polygons. + + + + Add a "set global shader float property" command. + + + + + + + + Add a "set global shader float property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property has a type of Int in ShaderLab code. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property has a type of Int in ShaderLab code. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property is an integer. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property is an integer. + + + + + + + + Add a "set global shader matrix property" command. + + + + + + + + Add a "set global shader matrix property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader vector property" command. + + + + + + + + Add a "set global shader vector property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Adds a command to multiply the instance count of every draw call by a specific multiplier. + + + + + + Add a "set invert culling" command to the buffer. + + A boolean indicating whether to invert the backface culling (true) or not (false). + + + + Adds a command to set the state of a global or local shader keyword. + + The local or global shader keyword to set the state for. + The material for which to set the state of the local shader keyword. + The compute shader for which to set the state of the local shader keyword. + The state to set the shader keyword state to. + + + + Adds a command to set the state of a global or local shader keyword. + + The local or global shader keyword to set the state for. + The material for which to set the state of the local shader keyword. + The compute shader for which to set the state of the local shader keyword. + The state to set the shader keyword state to. + + + + Adds a command to set the state of a global or local shader keyword. + + The local or global shader keyword to set the state for. + The material for which to set the state of the local shader keyword. + The compute shader for which to set the state of the local shader keyword. + The state to set the shader keyword state to. + + + + Set the current stereo projection matrices for late latching. Stereo matrices is passed in as an array of two matrices. + + Stereo projection matrices. + + + + Add a command to set the projection matrix. + + Projection (camera to clip space) matrix. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set an input or output buffer parameter on a RayTracingShader. + + The RayTracingShader to set parameter for. + The name of the constant buffer in shader code. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a RayTracingShader. + + The RayTracingShader to set parameter for. + The name of the constant buffer in shader code. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a float parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a float parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive float parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive float parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set an integer parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set an integer parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive integer parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive integer parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set a matrix array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to select which Shader Pass to use when executing ray/geometry intersection shaders. + + RayTracingShader to set parameter for. + The Shader Pass to use when executing ray tracing shaders. + + + + Adds a command to set a texture parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the texture variable in shader code. + The ID of the property name for the texture in shader code. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + + + + Adds a command to set a texture parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the texture variable in shader code. + The ID of the property name for the texture in shader code. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + + + + Adds a command to set a vector array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set shadow sampling mode" command. + + Shadowmap render target to change the sampling mode on. + New sampling mode. + + + + Add a command to set single-pass stereo mode for the camera. + + Single-pass stereo mode for the camera. + + + + Add a command to set the view matrix. + + View (world to camera space) matrix. + + + + Add a command to set the rendering viewport. + + Viewport rectangle in pixel coordinates. + + + + Add a command to set the view and projection matrices. + + View (world to camera space) matrix. + Projection (camera to clip space) matrix. + + + + Unmark a global shader property for late latching. After unmarking, the shader property will no longer be late latched. This function is intended for the Universal Render Pipeline (URP) to specify late latched shader properties. + + Camera matrix property type to be unmarked for late latching. + + + + Adds an "AsyncGPUReadback.WaitAllRequests" command to the CommandBuffer. + + + + + Instructs the GPU to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing beginning for a given draw call. This parameter allows for a requested wait to be made before the next item's vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Instructs the GPU to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing beginning for a given draw call. This parameter allows for a requested wait to be made before the next item's vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + This functionality is deprecated, and should no longer be used. Please use CommandBuffer.WaitOnAsyncGraphicsFence. + + The GPUFence that the GPU will be instructed to wait upon. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing completing for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. Some platforms can not differentiate between the start of vertex and pixel processing, these platforms will wait before the next items vertex processing. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Flags describing the intention for how the command buffer will be executed. Set these via CommandBuffer.SetExecutionFlags. + + + + + Command buffers flagged for async compute execution will throw exceptions if non-compatible commands are added to them. See ScriptableRenderContext.ExecuteCommandBufferAsync and Graphics.ExecuteCommandBufferAsync. + + + + + When no flags are specified, the command buffer is considered valid for all means of execution. This is the default for new command buffers. + + + + + Static class providing extension methods for CommandBuffer. + + + + + Adds a command to put a given render target into fast GPU memory. + + The render target to put into fast GPU memory. + The memory layout to use if only part of the render target is put into fast GPU memory, either because of the residency parameter or because of fast GPU memory availability. + The amount of the render target to put into fast GPU memory. Valid values are 0.0f - 1.0f inclusive. +A value of 0.0f is equal to none of the render target, and a value of 1.0f is equal to the whole render target. + + When this value is true, Unity copies the existing contents of the render target into fast memory. +When this value is false, Unity does not copy the existing contents of the render target into fast memory. +Set this value to true if you plan to add to the existing contents, and set it to false if you plan to overwrite or clear the existing contents. +Where possible, set this value to false for better performance. + + + + + + Adds a command to remove a given render target from fast GPU memory. + + The render target to remove from fast GPU memory. + When this value is true, Unity copies the existing contents of the render target when it removes it from fast GPU memory. When this value is false, Unity does not copy the existing contents of the render target when it removes it from fast GPU memory. Set this value to true if you plan to add to the existing contents, and set it to false if you plan to overwrite or clear the existing contents. Where possible, set this value to false for better performance. + + + + + Depth or stencil comparison function. + + + + + Always pass depth or stencil test. + + + + + Depth or stencil test is disabled. + + + + + Pass depth or stencil test when values are equal. + + + + + Pass depth or stencil test when new value is greater than old one. + + + + + Pass depth or stencil test when new value is greater or equal than old one. + + + + + Pass depth or stencil test when new value is less than old one. + + + + + Pass depth or stencil test when new value is less or equal than old one. + + + + + Never pass depth or stencil test. + + + + + Pass depth or stencil test when values are different. + + + + + Describes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to. + + + + + Background queue types would be the choice for tasks intended to run for an extended period of time, e.g for most of a frame or for several frames. Dispatches on background queues would execute at a lower priority than gfx queue tasks. + + + + + This queue type would be the choice for compute tasks supporting or as optimisations to graphics processing. CommandBuffers sent to this queue would be expected to complete within the scope of a single frame and likely be synchronised with the graphics queue via GPUFences. Dispatches on default queue types would execute at a lower priority than graphics queue tasks. + + + + + This queue type would be the choice for compute tasks requiring processing as soon as possible and would be prioritised over the graphics queue. + + + + + Support for various Graphics.CopyTexture cases. + + + + + Basic Graphics.CopyTexture support. + + + + + Support for Texture3D in Graphics.CopyTexture. + + + + + Support for Graphics.CopyTexture between different texture types. + + + + + No support for Graphics.CopyTexture. + + + + + Support for RenderTexture to Texture copies in Graphics.CopyTexture. + + + + + Support for Texture to RenderTexture copies in Graphics.CopyTexture. + + + + + Flags used by ScriptableCullingParameters.cullingOptions to configure a culling operation. + + + + + When this flag is set, Unity does not perform per-object culling. + + + + + When this flag is set, Unity performs the culling operation even if the Camera is not active. + + + + + When this flag is set, Unity culls Lights as part of the culling operation. + + + + + When this flag is set, Unity culls Reflection Probes as part of the culling operation. + + + + + Unset all CullingOptions flags. + + + + + When this flag is set, Unity performs occlusion culling as part of the culling operation. + + + + + When this flag is set, Unity culls shadow casters as part of the culling operation. + + + + + When this flag is set, Unity culls both eyes together for stereo rendering. + + + + + A struct containing the results of a culling operation. + + + + + Gets the number of per-object light and reflection probe indices. + + + The number of per-object light and reflection probe indices. + + + + + Gets the number of per-object light indices. + + + The number of per-object light indices. + + + + + Gets the number of per-object reflection probe indices. + + + The number of per-object reflection probe indices. + + + + + Array of visible lights. + + + + + Off-screen lights that still affect visible vertices. + + + + + Array of visible reflection probes. + + + + + Calculates the view and projection matrices and shadow split data for a directional light. + + The index into the active light array. + The cascade index. + The number of cascades. + The cascade ratios. + The resolution of the shadowmap. + The near plane offset for the light. + The computed view matrix. + The computed projection matrix. + The computed cascade data. + + If false, the shadow map for this cascade does not need to be rendered this frame. + + + + + Calculates the view and projection matrices and shadow split data for a point light. + + The index into the active light array. + The cubemap face to be rendered. + The amount by which to increase the camera FOV above 90 degrees. + The computed view matrix. + The computed projection matrix. + The computed split data. + + If false, the shadow map for this light and cubemap face does not need to be rendered this frame. + + + + + Calculates the view and projection matrices and shadow split data for a spot light. + + The index into the active light array. + The computed view matrix. + The computed projection matrix. + The computed split data. + + If false, the shadow map for this light does not need to be rendered this frame. + + + + + Fills a buffer with per-object light indices. + + The compute buffer object to fill. + The buffer object to fill. + + + + Fills a buffer with per-object light indices. + + The compute buffer object to fill. + The buffer object to fill. + + + + If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. + + The allocator to use. + + Array of indices that map from VisibleLight indices to internal per-object light list indices. + + + + + If a RenderPipeline sorts or otherwise modifies the VisibleReflectionProbe list, an index remap will be necessary to properly make use of per-object reflection probe lists. + + The allocator to use. + + Array of indices that map from VisibleReflectionProbe indices to internal per-object reflection probe list indices. + + + + + Returns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges. + + The index of the shadow-casting light. + The bounds to be computed. + + True if the light affects at least one shadow casting object in the Scene. + + + + + If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. + + Array with light indices that map from VisibleLight to internal per-object light lists. + + + + If a RenderPipeline sorts or otherwise modifies the VisibleReflectionProbe list, an index remap will be necessary to properly make use of per-object reflection probe lists. + + Array with reflection probe indices that map from VisibleReflectionProbe to internal per-object reflection probe lists. + + + + Backface culling mode. + + + + + Cull back-facing geometry. + + + + + Cull front-facing geometry. + + + + + Disable culling. + + + + + Default reflection mode. + + + + + Custom default reflection. + + + + + Skybox-based default reflection. + + + + + Values for the depth state. + + + + + How should depth testing be performed. + + + + + Default values for the depth state. + + + + + Controls whether pixels from this object are written to the depth buffer. + + + + + Creates a new depth state with the given values. + + Controls whether pixels from this object are written to the depth buffer. + How should depth testing be performed. + + + + Type of sorting to use while rendering. + + + + + Sort objects based on distance along a custom axis. + + + + + Orthographic sorting mode. + + + + + Perspective sorting mode. + + + + + Settings for ScriptableRenderContext.DrawRenderers. + + + + + Controls whether dynamic batching is enabled. + + + + + Controls whether instancing is enabled. + + + + + Sets the Material to use for any drawers in this group that don't meet the requirements. + + + + + Configures what light should be used as main light. + + + + + The maxiumum number of passes that can be rendered in 1 DrawRenderers call. + + + + + Sets the Material to use for all drawers that would render in this group. + + + + + Selects which pass of the override material to use. + + + + + What kind of per-object data to setup during rendering. + + + + + How to sort objects during rendering. + + + + + Create a draw settings struct. + + Shader pass to use. + Describes the methods to sort objects during rendering. + + + + Get the shader passes that this draw call can render. + + Index of the shader pass to use. + + + + Set the shader passes that this draw call can render. + + Index of the shader pass to use. + Name of the shader pass. + + + + Control Fast Memory render target layout. + + + + + Use the default fast memory layout. + + + + + Sections of the render target not placed in fast memory will be taken from the bottom of the image. + + + + + Sections of the render target not placed in fast memory will be taken from the top of the image. + + + + + A struct that represents filtering settings for ScriptableRenderContext.DrawRenderers. + + + + + Creates a FilteringSettings struct that contains default values for all properties. With these default values, Unity does not perform any filtering. + + + + + Determines if Unity excludes GameObjects that are in motion from rendering. This refers to GameObjects that have an active Motion Vector pass assigned to their Material or have set the Motion Vector mode to per object motion (Menu: Mesh Renderer > Additional Settings > Motion Vectors > Per Object Motion). +For Unity to exclude a GameObject from rendering, the GameObject must have moved since the last frame. To exclude a GameObject manually, enable a pass. + + + + + Unity renders objects whose GameObject.layer value is enabled in this bit mask. + + + + + Unity renders objects whose Renderer.renderingLayerMask value is enabled in this bit mask. + + + + + Unity renders objects whose Material.renderQueue value is within range specified by this Rendering.RenderQueueRange. + + + + + Unity renders objects whose SortingLayer.value value is within range specified by this Rendering.SortingLayerRange. + + + + + Creates a FilteringSettings struct for use with Rendering.ScriptableRenderContext.DrawRenderers. + + A Rendering.RenderQueueRange struct that sets the value of renderQueueRange. Unity renders objects whose Material.renderQueue value is within the given range. The default value is RenderQueueRange.all. + A bit mask that sets the value of layerMask. Unity renders objects whose GameObject.layer value is enabled in this bit mask. The default value is -1. + A bit mask that sets the value of renderingLayerMask. Unity renders objects whose Renderer.renderingLayerMask value is enabled in this bit mask. The default value is uint.MaxValue. + An int that sets the value of excludeMotionVectorObjects. When this is 1, Unity excludes objects that have a motion pass enabled, or have changed position since the last frame. The default value is 0. + + + + Graphics Format Swizzle. + + + + + The channel specified is not present for the format + + + + + The channel specified is not present for the format. + + + + + The channel specified contains alpha. + + + + + The channel specified contains blue. + + + + + The channel specified contains green. + + + + + The channel specified contains red. + + + + + Gizmo subsets. + + + + + Use to specify gizmos that should be rendered after ImageEffects. + + + + + Use to specify gizmos that should be rendered before ImageEffects. + + + + + Represents a global shader keyword. + + + + + The name of the shader keyword. (Read Only) + + + + + Creates and returns a Rendering.GlobalKeyword that represents a new or existing global shader keyword. + + The name of the global shader keyword. + + Returns a new instance of the GlobalKeyword class. + + + + + Creates and returns a GlobalKeyword struct that represents an existing global shader keyword. + + The name of the global shader keyword. + + + + This functionality is deprecated, and should no longer be used. Please use GraphicsFence. + + + + + This functionality is deprecated, and should no longer be used. Please use GraphicsFence.passed. + + + + + Graphics device API type. + + + + + Direct3D 11 graphics API. + + + + + Direct3D 12 graphics API. + + + + + Direct3D 9 graphics API. + + + + + Game Core Xbox One graphics API using Direct3D 12. + + + + + Game Core XboxSeries graphics API using Direct3D 12. + + + + + iOS Metal graphics API. + + + + + Nintendo 3DS graphics API. + + + + + No graphics API. + + + + + OpenGL 2.x graphics API. (deprecated, only available on Linux and MacOSX) + + + + + OpenGL (Core profile - GL3 or later) graphics API. + + + + + OpenGL ES 2.0 graphics API. (deprecated on iOS and tvOS) + + + + + OpenGL ES 3.0 graphics API. (deprecated on iOS and tvOS) + + + + + PlayStation 3 graphics API. + + + + + PlayStation 4 graphics API. + + + + + PlayStation Mobile (PSM) graphics API. + + + + + Nintendo Switch graphics API. + + + + + Vulkan (EXPERIMENTAL). + + + + + Xbox One graphics API using Direct3D 11. + + + + + Xbox One graphics API using Direct3D 12. + + + + + Used to manage synchronisation between tasks on async compute queues and the graphics queue. + + + + + Determines whether the GraphicsFence has passed. + +Allows the CPU to determine whether the GPU has passed the point in its processing represented by the GraphicsFence. + + + + + The type of the GraphicsFence. Currently the only supported fence type is AsyncQueueSynchronization. + + + + + The GraphicsFence can be used to synchronise between different GPU queues, as well as to synchronise between GPU and the CPU. + + + + + The GraphicsFence can only be used to synchronize between the GPU and the CPU. + + + + + Script interface for. + + + + + An array containing the RenderPipelineAsset instances that describe the default render pipeline and any quality level overrides. + + + + + The RenderPipelineAsset that defines the active render pipeline for the current quality level. + + + + + Stores the default value for the RenderingLayerMask property of newly created Renderers. + + + + + The RenderPipelineAsset that defines the default render pipeline. + + + + + Disables the built-in update loop for Custom Render Textures, so that you can write your own update loop. + + + + + Whether to use a Light's color temperature when calculating the final color of that Light." + + + + + If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used. + + + + + If this is true, a log entry is made each time a shader is compiled at application runtime. + + + + + Is the current render pipeline capable of rendering direct lighting for rectangular area Lights? + + + + + Deprecated, use GraphicsSettings.defaultRenderPipeline instead. + + + + + An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. + + + + + Transparent object sorting mode. + + + + + Enable/Disable SRP batcher (experimental) at runtime. + + + + + If and when to include video shaders in the build. + + + + + Get custom shader used instead of a built-in shader. + + Built-in shader type to query custom shader for. + + The shader used. + + + + + Provides a reference to the GraphicSettings object. + + + Returns the GraphicsSettings object. + + + + + Get the registered RenderPipelineGlobalSettings for the given RenderPipeline. + + + + + Get built-in shader mode. + + Built-in shader type to query. + + Mode used for built-in shader. + + + + + Returns true if shader define was set when compiling shaders for current GraphicsTier. Graphics Tiers are only available in the Built-in Render Pipeline. + + + + + + + Returns true if shader define was set when compiling shaders for a given GraphicsTier. Graphics Tiers are only available in the Built-in Render Pipeline. + + + + + + Register a RenderPipelineGlobalSettings instance for a given RenderPipeline. A RenderPipeline can have only one registered RenderPipelineGlobalSettings instance. + + RenderPipelineGlobalSettings asset to register for a given RenderPipeline. The method does nothing if the parameter is null. + + + + Set custom shader to use instead of a built-in shader. + + Built-in shader type to set custom shader to. + The shader to use. + + + + Set built-in shader mode. + + Built-in shader type to change. + Mode to use for built-in shader. + + + + The method removes the association between the given RenderPipeline and the RenderPipelineGlobalSettings asset from GraphicsSettings. + + + + + An enum that represents. + + + + + The lowest graphics tier. Corresponds to low-end devices. + + + + + The medium graphics tier. Corresponds to mid-range devices. + + + + + The highest graphics tier. Corresponds to high-end devices. + + + + + Format of the mesh index buffer data. + + + + + 16 bit mesh index buffer format. + + + + + 32 bit mesh index buffer format. + + + + + Defines a place in light's rendering to attach Rendering.CommandBuffer objects to. + + + + + After directional light screenspace shadow mask is computed. + + + + + After shadowmap is rendered. + + + + + After shadowmap pass is rendered. + + + + + Before directional light screenspace shadow mask is computed. + + + + + Before shadowmap is rendered. + + + + + Before shadowmap pass is rendered. + + + + + Light probe interpolation type. + + + + + Simple light probe interpolation is used. + + + + + The light probe shader uniform values are extracted from the material property block set on the renderer. + + + + + Light Probes are not used. The Scene's ambient probe is provided to the shader. + + + + + Uses a 3D grid of interpolated light probes. + + + + + Shadow resolution options for a Light. + + + + + Use resolution from QualitySettings (default). + + + + + High shadow map resolution. + + + + + Low shadow map resolution. + + + + + Medium shadow map resolution. + + + + + Very high shadow map resolution. + + + + + Represents a shader keyword declared in a shader source file. + + + + + Whether this shader keyword was declared with global scope. (Read Only). + + + + + Specifies whether this local shader keyword is valid (Read Only). + + + + + The name of the shader keyword (Read Only). + + + + + The type of the shader keyword (Read Only). + + + + + Initializes and returns a LocalKeyword struct that represents an existing local shader keyword for a given Shader. + + The Shader to use. + The name of the local shader keyword. + + + + Initializes and returns a LocalKeyword struct that represents an existing local shader keyword for a given ComputeShader + + The ComputeShader to use. + The name of the local shader keyword. + + + + Returns true if the shader keywords are the same. Otherwise, returns false. + + + + + + + Returns true if the shader keywords are not the same. Otherwise, returns false. + + + + + + + Represents the local keyword space of a Shader or ComputeShader. + + + + + The number of local shader keywords in this local keyword space. (Read Only) + + + + + An array containing the names of all local shader keywords in this local keyword space. (Read Only) + + + + + An array containing all Rendering.LocalKeyword structs in this local keyword space. (Read Only) + + + + + Searches for a local shader keyword with a given name in the keyword space. + + The name of the shader keyword to search for. + + Returns a valid Rendering.LocalKeyword if it's present in the keyword space. Otherwise, returns an invalid Rendering.LocalKeyword. + + + + + Returns true if the local shader keyword spaces are the same. Otherwise, returns false. + + + + + + + Returns true if the local shader keyword spaces are not the same. Otherwise, returns false. + + + + + + + LODGroup culling parameters. + + + + + Rendering view height in pixels. + + + + + Camera position. + + + + + Camera's field of view. + + + + + Indicates whether camera is orthographic. + + + + + Orhographic camera size. + + + + + Mesh data update flags. + + + + + Indicates that Unity should perform the default checks and validation when you update a Mesh's data. + + + + + Indicates that Unity should not notify Renderer components about a possible Mesh bounds change, when you modify Mesh data. + + + + + Indicates that Unity should not recalculate the bounds when you set Mesh data using Mesh.SetSubMesh. + + + + + Indicates that Unity should not reset skinned mesh bone bounds when you modify Mesh data using Mesh.SetVertexBufferData or Mesh.SetIndexBufferData. + + + + + Indicates that Unity should not check index values when you use Mesh.SetIndexBufferData to modify a Mesh's data. + + + + + Use the OnDemandRendering class to control and query information about your application's rendering speed independent from all other subsystems (such as physics, input, or animation). + + + + + + The current estimated rate of rendering in frames per second rounded to the nearest integer. + + + + + Get or set the current frame rate interval. To restore rendering back to the value of Application.targetFrameRate or QualitySettings.vSyncCount set this to 0 or 1. + + + + + True if the current frame will be rendered. + + + + + Opaque object sorting mode of a Camera. + + + + + Default opaque sorting mode. + + + + + Do rough front-to-back sorting of opaque objects. + + + + + Do not sort opaque objects by distance. + + + + + Specifies the OpenGL ES version. + + + + + No valid OpenGL ES version + + + + + OpenGL ES 2.0 + + + + + OpenGL ES 3.0 + + + + + OpenGL ES 3.1 + + + + + OpenGL ES 3.1 with Android Extension Pack + + + + + OpenGL ES 3.2 + + + + + Represents an opaque identifier of a specific Pass in a Shader. + + + + + Returns true if the pass identifiers are the same. Otherwise, returns false. + + + + + + + Returns true if the pass identifiers are not the same. Otherwise, returns false. + + + + + + + The index of the pass within the subshader (Read Only). + + + + + The index of the subshader within the shader (Read Only). + + + + + Shader pass type for Unity's lighting pipeline. + + + + + Deferred Shading shader pass. + + + + + Forward rendering additive pixel light pass. + + + + + Forward rendering base pass. + + + + + Grab Pass. Use this when you want to detect the type of the Grab Pass compared to other passes using the Normal type. Otherwise use Normal. + + + + + Legacy deferred lighting (light pre-pass) base pass. + + + + + Legacy deferred lighting (light pre-pass) final pass. + + + + + Shader pass used to generate the albedo and emissive values used as input to lightmapping. + + + + + Motion vector render pass. + + + + + Regular shader pass that does not interact with lighting. + + + + + Custom scriptable pipeline. + + + + + Custom scriptable pipeline when lightmode is set to default unlit or no light mode is set. + + + + + Shadow caster & depth texure shader pass. + + + + + Legacy vertex-lit shader pass. + + + + + Legacy vertex-lit shader pass, with mobile lightmaps. + + + + + Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps. + + + + + What kind of per-object data to setup during rendering. + + + + + Setup per-object light data. + + + + + Setup per-object light indices. + + + + + Setup per-object lightmaps. + + + + + Setup per-object light probe SH data. + + + + + Setup per-object light probe proxy volume data. + + + + + Setup per-object motion vectors. + + + + + Do not setup any particular per-object data besides the transformation matrix. + + + + + Setup per-object occlusion probe data. + + + + + Setup per-object occlusion probe proxy volume data (occlusion in alpha channels). + + + + + Setup per-object reflection probe index offset and count. + + + + + Setup per-object reflection probe data. + + + + + Setup per-object shadowmask. + + + + + Provides an interface to control GPU frame capture in Microsoft's PIX software. + + + + + Begins a GPU frame capture in PIX. If not running via PIX, or as a development build, then it has no effect. + + + + + Ends the current GPU frame capture in PIX. If not running via PIX, or as a development build, then it has no effect. + + + + + Returns true if running via PIX and in a development build. + + + + + A collection of Rendering.ShaderKeyword that represents a specific platform variant. + + + + + Disable a specific shader keyword. + + + + + Enable a specific shader keyword. + + + + + Check whether a specific shader keyword is enabled. + + + + + + Values for the raster state. + + + + + Enables conservative rasterization. Before using check for support via SystemInfo.supportsConservativeRaster property. + + + + + Controls which sides of polygons should be culled (not drawn). + + + + + Default values for the raster state. + + + + + Enable clipping based on depth. + + + + + Scales the maximum Z slope in the GPU's depth bias setting. + + + + + Scales the minimum resolvable depth buffer value in the GPU's depth bias setting. + + + + + Creates a new raster state with the given values. + + Controls which sides of polygons should be culled (not drawn). + Scales the minimum resolvable depth buffer value in the GPU's depth bias setting. + Scales the maximum Z slope in the GPU's depth bias setting. + + + + + How much CPU usage to assign to the final lighting calculations at runtime. + + + + + 75% of the allowed CPU threads are used as worker threads. + + + + + 25% of the allowed CPU threads are used as worker threads. + + + + + 50% of the allowed CPU threads are used as worker threads. + + + + + 100% of the allowed CPU threads are used as worker threads. + + + + + Determines how Unity will compress baked reflection cubemap. + + + + + Baked Reflection cubemap will be compressed if compression format is suitable. + + + + + Baked Reflection cubemap will be compressed. + + + + + Baked Reflection cubemap will be left uncompressed. + + + + + ReflectionProbeBlendInfo contains information required for blending probes. + + + + + Reflection Probe used in blending. + + + + + Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0. + + + + + Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe. + + + + + Clear with the skybox. + + + + + Clear with a background color. + + + + + Reflection probe's update mode. + + + + + Reflection probe is baked in the Editor. + + + + + Reflection probe uses a custom texture specified by the user. + + + + + Reflection probe is updating in real-time. + + + + + An enum describing the way a real-time reflection probe refreshes in the Player. + + + + + Causes Unity to update the probe's cubemap every frame. +Note that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance. + +See Also: ReflectionProbeTimeSlicingMode. + + + + + Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe + +See Also: ReflectionProbe.RenderProbe. + + + + + Sets the probe to never be automatically updated by Unity while your game is running. Use this to completely control the probe refresh behavior by script. + +See Also: ReflectionProbe.RenderProbe. + + + + + Visible reflection probes sorting options. + + + + + Sort probes by importance. + + + + + Sort probes by importance, then by size. + + + + + Do not sort reflection probes. + + + + + Sort probes from largest to smallest. + + + + + When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. +Updating a probe's cubemap is a costly operation. Unity needs to render the entire Scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames. + + + + + Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames. + + + + + Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in Scenes where lighting conditions change over these 14 frames. + + + + + Unity will render the probe entirely in one frame. + + + + + Reflection Probe usage. + + + + + Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur. + + + + + Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments. + + + + + Reflection probes are disabled, skybox will be used for reflection. + + + + + Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes. + + + + + This enum describes what should be done on the render target when it is activated (loaded). + + + + + Upon activating the render buffer, clear its contents. Currently only works together with the RenderPass API. + + + + + When this RenderBuffer is activated, the GPU is instructed not to care about the existing contents of that RenderBuffer. On tile-based GPUs this means that the RenderBuffer contents do not need to be loaded into the tile memory, providing a performance boost. + + + + + When this RenderBuffer is activated, preserve the existing contents of it. This setting is expensive on tile-based GPUs and should be avoided whenever possible. + + + + + This enum describes what should be done on the render target when the GPU is done rendering into it. + + + + + The contents of the RenderBuffer are not needed and can be discarded. Tile-based GPUs will skip writing out the surface contents altogether, providing performance boost. + + + + + Resolve the MSAA surface. + + + + + The RenderBuffer contents need to be stored to RAM. If the surface has MSAA enabled, this stores the non-resolved surface. + + + + + Resolve the MSAA surface, but also store the multisampled version. + + + + + Represents a subset of visible GameObjects. + + + + + Indicates whether the RendererList is valid or not. If the RendererList is valid, this returns true. Otherwise, this returns false. + + + + + Returns an empty RendererList. + + + + + Represents the set of GameObjects that a RendererList contains. + + + + + Indicates whether to exclude dynamic GameObjects from the RendererList. + + + + + The rendering layer mask to use for filtering this RendererList. + + + + + The material to render the RendererList's GameObjects with. This overrides the material for each GameObject. + + + + + Pass index for the override material. + + + + + The renderer configuration for the RendererList. For more information, see Rendering.PerObjectData. + + + + + The material render queue range to use for the RendererList. For more information, see Rendering.RenderQueueRange. + + + + + The method Unity uses to sort the GameObjects in the RendererList. For more information, see Rendering.SortingCriteria. + + + + + An optional set of values to override the RendererLists render state. For more information, see Rendering.RenderStateBlock. + + + + + Initializes and returns an instance of RendererListDesc. + + The pass name to use for the RendererList. + The culling result used to create the RendererList. + The camera Unity uses to determine the current view and sorting properties. + The list of passes to use for the RendererList. + + + + Initializes and returns an instance of RendererListDesc. + + The pass name to use for the RendererList. + The culling result used to create the RendererList. + The camera Unity uses to determine the current view and sorting properties. + The list of passes to use for the RendererList. + + + + Checks whether the RendererListDesc is valid. + + + If the RendererListDesc is valid, this returns true. Otherwise, this returns false. + + + + + Options that represent the result of a ScriptableRenderContext.QueryRendererList operation. + + + + + There are no GameObjects in the current view that match the RendererList's criteria. + + + + + The RendererList from the query operation is invalid. + + + + + The RendererList is not empty. + + + + + Unity is still processing the RendererList. + + + + + Options for the application's actual rendering threading mode. + + + + + Use the Direct enum to directly render your application from the main thread. + + + + + Generates intermediate graphics commands via several worker threads. A single render thread then converts them into low-level platform API graphics commands. + + + + + Generates intermediate graphics commands via the main thread. The render thread converts them into low-level platform API graphics commands. + + + + + Main thread generates intermediate graphics commands. Render thread converts them into low-level platform API graphics commands. Render thread can also dispatch graphics jobs to several worker threads. + + + + + Generates intermediate graphics commands via several worker threads and converts them into low-level platform API graphics commands. + + + + + Use SingleThreaded for internal debugging. It uses only a single thread to simulate Rendering.RenderingThreadingMode.MultiThreaded|RenderingThreadingMode.MultiThreaded. + + + + + Defines a series of commands and settings that describes how Unity renders a frame. + + + + + Returns true when the RenderPipeline is invalid or destroyed. + + + + + Calls the RenderPipelineManager.beginCameraRendering delegate. + + + + + + + Calls the RenderPipelineManager.beginContextRendering and RenderPipelineManager.beginFrameRendering delegates. + + + + + + + Calls the RenderPipelineManager.beginFrameRendering delegate. + + + + + + + Calls the RenderPipelineManager.endCameraRendering delegate. + + + + + + + Calls the RenderPipelineManager.endContextRendering and RenderPipelineManager.endFrameRendering delegates. + + + + + + + Calls the RenderPipelineManager.endFrameRendering delegate. + + + + + + + Executes RenderRequests submitted using Camera.SubmitRenderRequests. + + The list of RenderRequests to execute. + + + + + + Entry point method that defines custom rendering for this RenderPipeline. + + + + + + + Entry point method that defines custom rendering for this RenderPipeline. + + + + + + + An asset that produces a specific IRenderPipeline. + + + + + Retrieves the default Autodesk Interactive masked Shader for this pipeline. + + + Returns the default shader. + + + + + Retrieves the default Autodesk Interactive Shader for this pipeline. + + + Returns the default shader. + + + + + Retrieves the default Autodesk Interactive transparent Shader for this pipeline. + + + Returns the default shader. + + + + + Gets the default 2D Mask Material used by Sprite Masks in Universal Render Pipeline. + + + Returns the default material. + + + + + Return the default 2D Material for this pipeline. + + + Default material. + + + + + Return the default Line Material for this pipeline. + + + Default material. + + + + + Return the default Material for this pipeline. + + + Default material. + + + + + Return the default particle Material for this pipeline. + + + Default material. + + + + + Return the default Shader for this pipeline. + + + Default shader. + + + + + Return the default SpeedTree v7 Shader for this pipeline. + + + + + Return the default SpeedTree v8 Shader for this pipeline. + + + + + Return the default Terrain Material for this pipeline. + + + Default material. + + + + + Return the default UI ETC1 Material for this pipeline. + + + Default material. + + + + + Return the default UI Material for this pipeline. + + + Default material. + + + + + Return the default UI overdraw Material for this pipeline. + + + Default material. + + + + + Returns the names of the Rendering Layer Masks for this pipeline, with each name prefixed by a unique numerical ID. + + + Returns the mask names defined in renderingLayerMaskNames, but with each name prefixed by its index in the array, a colon, and a space. For example, if the element with an index of 2 has the name "Example Name", its value in this array is "2: Example Name". + + + + + Returns the names of the Rendering Layer Masks for this pipeline. + + + An array of 32 Rendering Layer Mask names. + + + + + The render index for the terrain brush in the editor. + + + Queue index. + + + + + Return the detail grass billboard Shader for this pipeline. + + + + + Return the detail grass Shader for this pipeline. + + + + + Return the detail lit Shader for this pipeline. + + + + + Create a IRenderPipeline specific to this asset. + + + Created pipeline. + + + + + Default implementation of OnDisable for RenderPipelineAsset. See ScriptableObject.OnDisable + + + + + Default implementation of OnValidate for RenderPipelineAsset. See MonoBehaviour.OnValidate + + + + + A ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline. + + + + + Render Pipeline manager. + + + + + Delegate that you can use to invoke custom code when Unity changes the active render pipeline, and the new RenderPipeline has a different type to the old one. + + + + + + Delegate that you can use to invoke custom code before Unity renders an individual Camera. + + + + + + Delegate that you can use to invoke custom code at the start of RenderPipeline.Render. + + + + + + Delegate that you can use to invoke custom code at the start of RenderPipeline.Render. + + + + + + Returns the active RenderPipeline. + + + + + Delegate that you can use to invoke custom code after Unity renders an individual Camera. + + + + + + Delegate that you can use to invoke custom code at the end of RenderPipeline.Render. + + + + + + Delegate that you can use to invoke custom code at the end of RenderPipeline.Render. + + + + + + Determine in which order objects are renderered. + + + + + Alpha tested geometry uses this queue. + + + + + This render queue is rendered before any others. + + + + + Opaque geometry uses this queue. + + + + + Last render queue that is considered "opaque". + + + + + This render queue is meant for overlay effects. + + + + + This render queue is rendered after Geometry and AlphaTest, in back-to-front order. + + + + + Describes a material render queue range. + + + + + A range that includes all objects. + + + + + Inclusive lower bound for the range. + + + + + Maximum value that can be used as a bound. + + + + + Minimum value that can be used as a bound. + + + + + A range that includes only opaque objects. + + + + + A range that includes only transparent objects. + + + + + Inclusive upper bound for the range. + + + + + Create a render queue range struct. + + Inclusive lower bound for the range. + Inclusive upper bound for the range. + + + + A set of values that Unity uses to override the GPU's render state. + + + + + Specifies the new blend state. + + + + + Specifies the new depth state. + + + + + Specifies which parts of the GPU's render state to override. + + + + + Specifies the new raster state. + + + + + The value to be compared against and/or the value to be written to the buffer, based on the stencil state. + + + + + Specifies the new stencil state. + + + + + Creates a new render state block with the specified mask. + + Specifies which parts of the GPU's render state to override. + + + + Specifies which parts of the render state that is overriden. + + + + + When set, the blend state is overridden. + + + + + When set, the depth state is overridden. + + + + + When set, all render states are overridden. + + + + + No render states are overridden. + + + + + When set, the raster state is overridden. + + + + + When set, the stencil state and reference value is overridden. + + + + + Describes a render target with one or more color buffers, a depthstencil buffer and the associated loadstore-actions that are applied when the render target is active. + + + + + Load actions for color buffers. + + + + + Color buffers to use as render targets. + + + + + Store actions for color buffers. + + + + + Load action for the depth/stencil buffer. + + + + + Depth/stencil buffer to use as render target. + + + + + Store action for the depth/stencil buffer. + + + + + Optional flags. + + + + + Constructs RenderTargetBinding. + + Color buffers to use as render targets. + Depth buffer to use as render target. + Load actions for color buffers. + Store actions for color buffers. + Load action for the depth/stencil buffer. + Store action for the depth/stencil buffer. + + + + + + + + + + Constructs RenderTargetBinding. + + Color buffers to use as render targets. + Depth buffer to use as render target. + Load actions for color buffers. + Store actions for color buffers. + Load action for the depth/stencil buffer. + Store action for the depth/stencil buffer. + + + + + + + + + + Constructs RenderTargetBinding. + + Color buffers to use as render targets. + Depth buffer to use as render target. + Load actions for color buffers. + Store actions for color buffers. + Load action for the depth/stencil buffer. + Store action for the depth/stencil buffer. + + + + + + + + + + Values for the blend state. + + + + + Operation used for blending the alpha (A) channel. + + + + + Operation used for blending the color (RGB) channel. + + + + + Default values for the blend state. + + + + + Blend factor used for the alpha (A) channel of the destination. + + + + + Blend factor used for the color (RGB) channel of the destination. + + + + + Blend factor used for the alpha (A) channel of the source. + + + + + Blend factor used for the color (RGB) channel of the source. + + + + + Specifies which color components will get written into the target framebuffer. + + + + + Creates a new blend state with the given values. + + Specifies which color components will get written into the target framebuffer. + Blend factor used for the color (RGB) channel of the source. + Blend factor used for the color (RGB) channel of the destination. + Blend factor used for the alpha (A) channel of the source. + Blend factor used for the alpha (A) channel of the destination. + Operation used for blending the color (RGB) channel. + Operation used for blending the alpha (A) channel. + + + + This enum describes optional flags for the RenderTargetBinding structure. + + + + + No flag option (0). + + + + + The depth buffer bound for rendering may also bound as a samplable texture to the graphics pipeline: some platforms require the depth buffer to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats. + + + + + Both depth and stencil buffers bound for rendering may be bound as samplable textures to the graphics pipeline: some platforms require the depth and stencil buffers to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats. + This flag is a bitwise combination of RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil. + + + + + The stencil buffer bound for rendering may also bound as a samplable texture to the graphics pipeline: some platforms require the stencil buffer to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats. + + + + + Identifies a RenderTexture for a Rendering.CommandBuffer. + + + + + All depth-slices of the render resource are bound for rendering. For textures which are neither array nor 3D, the default slice is bound. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Types of data that you can encapsulate within a render texture. + + + + + Color element of a RenderTexture. + + + + + The Default element of a RenderTexture. + + + + + The depth element of a RenderTexture. + + + + + The stencil element of a RenderTexture. + + + + + Flags that determine which render targets Unity clears when you use CommandBuffer.ClearRenderTarget. + + + + + Clear all color render targets, the depth buffer, and the stencil buffer. This is equivalent to combining RTClearFlags.Color, RTClearFlags.Depth and RTClearFlags.Stencil. + + + + + Clear all color render targets. + + + + + Clear both the color and the depth buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Depth. + + + + + Clear both the color and the stencil buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Stencil. + + + + + Clear the depth buffer. + + + + + Clear both the depth and the stencil buffer. This is equivalent to combining RTClearFlags.Depth and RTClearFlags.Stencil. + + + + + Do not clear any render target. + + + + + Clear the stencil buffer. + + + + + Represents an active render pass until disposed. + + + + + Ends the current render pass in the ScriptableRenderContext that was used to create the ScopedRenderPass. + + + + + Represents an active sub pass until disposed. + + + + + Ends the current sub pass in the ScriptableRenderContext that was used to create the ScopedSubPass. + + + + + Parameters that configure a culling operation in the Scriptable Render Pipeline. + + + + + This parameter determines query distance for occlusion culling. + + + + + Camera Properties used for culling. + + + + + This property enables a conservative method for calculating the size and position of the minimal enclosing sphere around the frustum cascade corner points for shadow culling. + + + + + The lower limit to the value ScriptableCullingParameters.maximumPortalCullingJobs. + + + + + The upper limit to the value ScriptableCullingParameters.maximumPortalCullingJobs. + + + + + The mask for the culling operation. + + + + + The matrix for the culling operation. + + + + + Flags to configure a culling operation in the Scriptable Render Pipeline. + + + + + Number of culling planes to use. + + + + + Is the cull orthographic. + + + + + The amount of layers available. + + + + + LODParameters for culling. + + + + + Maximum amount of culling planes that can be specified. + + + + + This parameter controls how many active jobs contribute to occlusion culling. + + + + + This parameter controls how many visible lights are allowed. + + + + + + + + + + Position for the origin of the cull. + + + + + Reflection Probe Sort options for the cull. + + + + + Shadow distance to use for the cull. + + + + + Offset to apply to the near camera plane when performing shadow map rendering. + + + + + The projection matrix generated for single-pass stereo culling. + + + + + Distance between the virtual eyes. + + + + + The view matrix generated for single-pass stereo culling. + + + + + Fetch the culling plane at the given index. + + + + + + Get the distance for the culling of a specific layer. + + + + + + Set the culling plane at a given index. + + + + + + + Set the distance for the culling of a specific layer. + + + + + + + Defines state and drawing commands that custom render pipelines use. + + + + + Schedules the beginning of a new render pass. Only one render pass can be active at any time. + + The width of the render pass surfaces in pixels. + The height of the render pass surfaces in pixels. + MSAA sample count; set to 1 to disable antialiasing. + Array of color attachments to use within this render pass. The values in the array are copied immediately. + The index of the attachment to be used as the depthstencil buffer for this render pass, or -1 to disable depthstencil. + + + + Schedules the beginning of a new render pass. If you call this a using-statement, Unity calls EndRenderPass automatically when exiting the using-block. Only one render pass can be active at any time. + + The width of the render pass surfaces in pixels. + The height of the render pass surfaces in pixels. + MSAA sample count; set to 1 to disable antialiasing. + Array of color attachments to use within this render pass. The values in the array are copied immediately. + The index of the attachment to be used as the depthstencil buffer for this render pass, or -1 to disable depthstencil. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Creates a new RendererList. + + A descriptor that represents the set of GameObjects the RendererList contains. + + Returns a new RendererList based on the RendererListDesc you pass in. + + + + + Performs culling based on the ScriptableCullingParameters typically obtained from the Camera currently being rendered. + + Parameters for culling. + + Culling results. + + + + + Schedules the drawing of a subset of Gizmos (before or after post-processing) for the given Camera. + + The camera of the current view. + Set to GizmoSubset.PreImageEffects to draw Gizmos that should be affected by postprocessing, or GizmoSubset.PostImageEffects to draw Gizmos that should not be affected by postprocessing. See also: GizmoSubset. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of shadow casters for a single Light. + + Specifies which set of shadow casters to draw, and how to draw them. + + + + Schedules the drawing of the skybox. + + Camera to draw the skybox for. + + + + Draw the UI overlay. + + The camera of the current view. + + + + Schedules the drawing of a wireframe overlay for a given Scene view Camera. + + The Scene view Camera to draw the overlay for. + + + + Emits UI geometry for rendering for the specified camera. + + Camera to emit the geometry for. + + + + Emits UI geometry into the Scene view for rendering. + + Camera to emit the geometry for. + + + + Schedules the end of a currently active render pass. + + + + + Schedules the end of the currently active sub pass. + + + + + Schedules the execution of a custom graphics Command Buffer. + + Specifies the Command Buffer to execute. + + + + Schedules the execution of a Command Buffer on an async compute queue. The ComputeQueueType that you pass in determines the queue order. + + The CommandBuffer to be executed. + Describes the desired async compute queue the supplied CommandBuffer should be executed on. + + + + Schedules an invocation of the OnRenderObject callback for MonoBehaviour scripts. + + + + + Starts to process the provided RendererLists in the background. + + The list of RendererList objects to prepare for rendering. + + + + Queries the status of a RendererList. + + The RendererList to query. + + Returns the status of the RendererList. + + + + + Schedules the setup of Camera specific global Shader variables. + + Camera to setup shader variables for. + Set up the stereo shader variables and state. + The current eye to be rendered. + + + + Schedules the setup of Camera specific global Shader variables. + + Camera to setup shader variables for. + Set up the stereo shader variables and state. + The current eye to be rendered. + + + + Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext. + + Camera to enable stereo rendering on. + The current eye to be rendered. + + + + Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext. + + Camera to enable stereo rendering on. + The current eye to be rendered. + + + + Schedule notification of completion of stereo rendering on a single frame. + + Camera to indicate completion of stereo rendering. + The current eye to be rendered. + + + + + Schedule notification of completion of stereo rendering on a single frame. + + Camera to indicate completion of stereo rendering. + The current eye to be rendered. + + + + + Schedule notification of completion of stereo rendering on a single frame. + + Camera to indicate completion of stereo rendering. + The current eye to be rendered. + + + + + Schedules a stop of stereo rendering on the ScriptableRenderContext. + + Camera to disable stereo rendering on. + + + + Submits all the scheduled commands to the rendering loop for execution. + + + + + This method submits all the scheduled commands to the rendering loop for validation. The validation checks whether render passes that were started with the BeginRenderPass call can execute the scheduled commands. + + + + + Options for the shader constant value type. + + + + + The shader constant is a matrix. The related ShaderData.ConstantInfo stores the number of rows and columns. + + + + + The shader constant is a struct. The related ShaderData.ConstantInfo stores the struct's size and members. + + + + + The shader constant is a vector or a scalar (a vector with one column). The related ShaderData.ConstantInfo stores the number of columns. + + + + + Represents an identifier for a specific code path in a shader. + + + + + The index of the shader keyword. + + + + + The name of the shader keyword. (Read Only) + + + + + Initializes a new instance of the ShaderKeyword class from a shader global keyword name. + + The name of the keyword. + + + + Initializes a new instance of the ShaderKeyword class from a local shader keyword name. + + The shader that declares the keyword. + The name of the keyword. + + + + Initializes a new instance of the ShaderKeyword class from a local shader keyword name, and the compute shader that defines that local keyword. + + The compute shader that declares the local keyword. + The name of the keyword. + + + + Gets the string name of the global keyword. + + + + + + Returns the type of global keyword: built-in or user defined. + + + + + + Gets the string name of the keyword. + + + + + + + Gets the string name of the keyword. + + + + + + + Gets the string name of the keyword. + + + + + + + Gets the type of the keyword. + + + + + + + Gets the type of the keyword. + + + + + + + Gets the type of the keyword. + + + + + + + Returns true if the keyword is local. + + + + + + Checks whether the global shader keyword exists. + + + Returns true if the global shader keyword exists. Otherwise, returns false. + + + + + Checks whether the shader keyword exists in the compute shader you pass in. + + The shader that declares the keyword. + + Returns true if the shader keyword exists. Otherwise, returns false. + + + + + Checks whether the shader keyword exists in the shader you pass in. + + The shader that declares the keyword. + + Returns true if the shader keyword exists. Otherwise, returns false. + + + + + A collection of Rendering.ShaderKeyword that represents a specific shader variant. + + + + + Disable a specific shader keyword. + + + + + + Enable a specific shader keyword. + + + + + + Return an array with all the enabled keywords in the ShaderKeywordSet. + + + + + Check whether a specific shader keyword is enabled. + + + + + + Check whether a specific shader keyword is enabled. + + + + + + Check whether a specific shader keyword is enabled. + + + + + + Type of a shader keyword, eg: built-in or user defined. + + + + + The keyword is built-in the runtime and can be automatically stripped if unusued. + + + + + The keyword is built-in the runtime and it is systematically reserved. + + + + + The keyword is built-in the runtime and it is optionally reserved depending on the features used. + + + + + No type is assigned. + + + + + The keyword is created by a shader compiler plugin. + + + + + The keyword is defined by the user. + + + + + Options for the data type of a shader constant's members. + + + + + A boolean. + + + + + A float. + + + + + A half-precision float. + + + + + An integer. + + + + + A short. + + + + + An unsigned integer. + + + + + Flags that control how a shader property behaves. + + + + + Signifies that values of this property are in gamma space. If the active color space is linear, Unity converts the values to linear space values. + + + + + Signifies that values of this property contain High Dynamic Range (HDR) data. + + + + + Signifies that Unity hides the property in the default Material Inspector. + + + + + Signifies that value of this property contains the main color of the Material. + + + + + Signifies that value of this property contains the main texture of the Material. + + + + + No flags are set. + + + + + You cannot edit this Texture property in the default Material Inspector. + + + + + Signifies that values of this property contain Normal (normalized vector) data. + + + + + Do not show UV scale/offset fields next to Textures in the default Material Inspector. + + + + + In the Material Inspector, Unity queries the value for this property from the Renderer's MaterialPropertyBlock, instead of from the Material. The value will also appear as read-only. + + + + + Type of a given shader property. + + + + + The property holds a Vector4 value representing a color. + + + + + The property holds a floating number value. + + + + + The property holds an integer number value. + + + + + The property holds a floating number value in a certain range. + + + + + The property holds a Texture object. + + + + + The property holds a Vector4 value. + + + + + Shader tag ids are used to refer to various names in shaders. + + + + + Gets the name of the tag referred to by the shader tag id. + + + + + Describes a shader tag id not referring to any name. + + + + + Gets or creates a shader tag id representing the given name. + + The name to represent with the shader tag id. + + + + Converts a string to a ShaderTagId. + + + + + + Converts a ShaderTagId to a string. + + + + + + How shadows are cast from this object. + + + + + No shadows are cast from this object. + + + + + Shadows are cast from this object. + + + + + Object casts shadows, but is otherwise invisible in the Scene. + + + + + Shadows are cast from this object, treating it as two-sided. + + + + + Settings for ScriptableRenderContext.DrawShadows. + + + + + Culling results to use. + + + + + The index of the shadow-casting light to be rendered. + + + + + Specifies the filter Unity applies to GameObjects that it renders in the shadow pass. + + + + + The split data. + + + + + Set this to true to make Unity filter Renderers during shadow rendering. Unity filters Renderers based on the Rendering Layer Mask of the Renderer itself, and the Rendering Layer Mask of each shadow casting Light. + + + + + Create a shadow settings object. + + The cull results for this light. + The light index. + + + + + Allows precise control over which shadow map passes to execute Rendering.CommandBuffer objects attached using Light.AddCommandBuffer. + + + + + All shadow map passes. + + + + + All directional shadow map passes. + + + + + First directional shadow map cascade. + + + + + Second directional shadow map cascade. + + + + + Third directional shadow map cascade. + + + + + Fourth directional shadow map cascade. + + + + + All point light shadow passes. + + + + + -X point light shadow cubemap face. + + + + + -Y point light shadow cubemap face. + + + + + -Z point light shadow cubemap face. + + + + + +X point light shadow cubemap face. + + + + + +Y point light shadow cubemap face. + + + + + +Z point light shadow cubemap face. + + + + + Spotlight shadow pass. + + + + + Used by CommandBuffer.SetShadowSamplingMode. + + + + + Default shadow sampling mode: sampling with a comparison filter. + + + + + In ShadowSamplingMode.None, depths are not compared. Use this value if a Texture is not a shadowmap. + + + + + Shadow sampling mode for sampling the depth value. + + + + + Describes the culling information for a given shadow split (e.g. directional cascade). + + + + + The number of culling planes. + + + + + The culling sphere. The first three components of the vector describe the sphere center, and the last component specifies the radius. + + + + + The maximum number of culling planes. + + + + + + A multiplier applied to the radius of the culling sphere. + +Values must be in the range 0 to 1. With higher values, Unity culls more objects. Lower makes the cascades share more rendered objects. Using lower values allows blending between different cascades as they then share objects. + + + + + + Gets a culling plane. + + The culling plane index. + + The culling plane. + + + + + Sets a culling plane. + + The index of the culling plane to set. + The culling plane. + + + + Enum type defines the different stereo rendering modes available. + + + + + Render stereo using GPU instancing. + + + + + Render stereo using OpenGL multiview. + + + + + Render stereo using multiple passes. + + + + + Render stereo to the left and right halves of a single, double-width render target. + + + + + How to sort objects during rendering. + + + + + Sort objects back to front. + + + + + Sort renderers taking canvas order into account. + + + + + Typical sorting for opaque objects. + + + + + Typical sorting for transparencies. + + + + + Do not sort objects. + + + + + Sort objects to reduce draw state changes. + + + + + Sort objects in rough front-to-back buckets. + + + + + Sorts objects by renderer priority. + + + + + Sort by material render queue. + + + + + Sort by renderer sorting layer. + + + + + Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together. + + + + + Unique ID of the Renderer's sorting layer. + + + + + Name of the Renderer's sorting layer. + + + + + Renderer's order within a sorting layer. + + + + + Updates all Sorting Group immediately. + + + + + Describes a renderer's sorting layer range. + + + + + A range that includes all objects. + + + + + Inclusive lower bound for the range. + + + + + Inclusive upper bound for the range. + + + + + Sets the inclusive range for a sorting layer object. + + Lowest sorting layer value to include. + Highest sorting layer value to include. + + + + This struct describes the methods to sort objects during rendering. + + + + + Used to calculate the distance to objects. + + + + + What kind of sorting to do while rendering. + + + + + Used to calculate distance to objects, by comparing the positions of objects to this axis. + + + + + Type of sorting to use while rendering. + + + + + Used to calculate the distance to objects. + + + + + Create a sorting settings struct. + + The camera's transparency sort mode is used to determine whether to use orthographic or distance based sorting. + + + + Spherical harmonics up to the second order (3 bands, 9 coefficients). + + + + + Add ambient lighting to probe data. + + + + + + Add directional light to probe data. + + + + + + + + Clears SH probe to zero. + + + + + Evaluates the Spherical Harmonics for each of the given directions. The result from the first direction is written into the first element of results, the result from the second direction is written into the second element of results, and so on. The array size of directions and results must match and directions must be normalized. + + Normalized directions for which the spherical harmonics are to be evaluated. + Output array for the evaluated values of the corresponding directions. + + + + Returns true if SH probes are equal. + + + + + + + Scales SH by a given factor. + + + + + + + Scales SH by a given factor. + + + + + + + Returns true if SH probes are different. + + + + + + + Adds two SH probes. + + + + + + + Access individual SH coefficients. + + + + + Provides an interface to the Unity splash screen. + + + + + Returns true once the splash screen has finished. This is once all logos have been shown for their specified duration. + + + + + Initializes the splash screen so it is ready to begin drawing. Call this before you start calling Rendering.SplashScreen.Draw. Internally this function resets the timer and prepares the logos for drawing. + + + + + Immediately draws the splash screen. Ensure you have called Rendering.SplashScreen.Begin before you start calling this. + + + + + Stop the SplashScreen rendering. + + + + + + The behavior to apply when calling ParticleSystem.Stop|Stop. + + + + + Jumps to the final stage of the Splash Screen and performs a fade from the background to the game. + + + + + Immediately stop rendering the SplashScreen. + + + + + Specifies the operation that's performed on the stencil buffer when rendering. + + + + + Decrements the current stencil buffer value. Clamps to 0. + + + + + Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero. + + + + + Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. + + + + + Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value. + + + + + Bitwise inverts the current stencil buffer value. + + + + + Keeps the current stencil value. + + + + + Replace the stencil buffer value with reference value (specified in the shader). + + + + + Sets the stencil buffer value to zero. + + + + + Values for the stencil state. + + + + + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + + + + + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + + + + + Default values for the stencil state. + + + + + Controls whether the stencil buffer is enabled. + + + + + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + + + + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + + + + + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + + + + + Creates a new stencil state with the given values. + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + Controls whether the stencil buffer is enabled. + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + The function used to compare the reference value to the current contents of the buffer. + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + What to do with the contents of the buffer if the stencil test fails. + What to do with the contents of the buffer if the stencil test passes, but the depth test. + + + + Creates a new stencil state with the given values. + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + Controls whether the stencil buffer is enabled. + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + The function used to compare the reference value to the current contents of the buffer. + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + What to do with the contents of the buffer if the stencil test fails. + What to do with the contents of the buffer if the stencil test passes, but the depth test. + + + + The function used to compare the reference value to the current contents of the buffer. + + The value to set. + + + + What to do with the contents of the buffer if the stencil test fails. + + The value to set. + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + + The value to set. + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails. + + The value to set. + + + + Contains information about a single sub-mesh of a Mesh. + + + + + Offset that is added to each value in the index buffer, to compute the final vertex index. + + + + + Bounding box of vertices in local space. + + + + + First vertex in the index buffer for this sub-mesh. + + + + + Index count for this sub-mesh face data. + + + + + Starting point inside the whole Mesh index buffer where the face index data is found. + + + + + Face topology of this sub-mesh. + + + + + Number of vertices used by the index buffer of this sub-mesh. + + + + + Create a submesh descriptor. + + Initial value for indexStart field. + Initial value for indexCount field. + Initial value for topology field. + + + + Describes the rendering features supported by a given render pipeline. + + + + + Get / Set a SupportedRenderingFeatures. + + + + + Determines if this renderer supports automatic ambient probe generation. + + + + + Determines if this renderer supports automatic default reflection probe generation. + + + + + This is the fallback mode if the mode the user had previously selected is no longer available. See SupportedRenderingFeatures.mixedLightingModes. + + + + + Determines whether the Scriptable Render Pipeline will override the default Material’s Render Queue settings and, if true, hides the Render Queue property in the Inspector. + + + + + Determines if Enlighten Realtime Global Illumination lightmapper is supported by the currently selected pipeline. If it is not supported, Enlighten-specific settings do not appear in the Editor, which then defaults to the CPU Lightmapper. + + + + + Determines if Enlighten Baked Global Illumination lightmapper is supported. If it is not supported, Enlighten-specific settings do not appear in the Editor, which then defaults to the CPU Lightmapper. + + + + + What baking types are supported. The unsupported ones will be hidden from the UI. See LightmapBakeType. + + + + + Specifies what modes are supported. Has to be at least one. See LightmapsMode. + + + + + Are light probe proxy volumes supported? + + + + + Specifies what LightmapMixedBakeModes that are supported. Please define a SupportedRenderingFeatures.defaultMixedLightingModes in case multiple modes are supported. + + + + + Are motion vectors supported? + + + + + Determines if the renderer will override the Environment Lighting and will no longer need the built-in UI for it. + + + + + Determines if the renderer will override the fog settings in the Lighting Panel and will no longer need the built-in UI for it. + + + + + Describes where the Shadowmask settings are located if SupportedRenderingFeatures.overridesShadowmask is set to true. + + + + + Specifies whether the renderer overrides the LOD bias settings in the Quality Settings Panel. If It does, the renderer does not need the built-in UI for LOD bias settings. + + + + + Specifies whether the renderer overrides the maximum LOD level settings in the Quality Settings Panel. If It does, the renderer does not need the built-in UI for maximum LOD level settings. + + + + + Determines if the renderer will override halo and flare settings in the Lighting Panel and will no longer need the built-in UI for it. + + + + + Specifies whether the render pipeline overrides the real-time Reflection Probes settings in the Quality settings. If It does, the render pipeline does not need the built-in UI for real-time Reflection Probes settings. + + + + + Specifies whether the render pipeline overrides the Shadowmask settings in the Quality settings. + + + + + Determines if the renderer supports Particle System GPU instancing. + + + + + Can renderers support receiving shadows? + + + + + Flags for supported reflection probes. + + + + + Are reflection probes supported? + + + + + If this property is true, the blend distance field in the Reflection Probe Inspector window is editable. + + + + + Determines if the renderer supports renderer priority sorting. + + + + + Determines whether the Renderer supports probe lighting. + + + + + Determines whether the function to render UI overlays is called by SRP and not by the engine. + + + + + A message that tells the user where the Shadowmask settings are located. + + + + + Determines if the renderer supports terrain detail rendering. + + + + + Same as MixedLightingMode for baking, but is used to determine what is supported by the pipeline. + + + + + Same as MixedLightingMode.IndirectOnly but determines if it is supported by the pipeline. + + + + + No mode is supported. + + + + + Determines what is supported by the rendering pipeline. This enum is similar to MixedLightingMode. + + + + + Same as MixedLightingMode.Subtractive but determines if it is supported by the pipeline. + + + + + Supported modes for ReflectionProbes. + + + + + Default reflection probe support. + + + + + Rotated reflection probes are supported. + + + + + Broadly describes the stages of processing a draw call on the GPU. + + + + + The process of creating and shading the fragments. + + + + + All aspects of vertex processing. + + + + + Describes the various stages of GPU processing against which the GraphicsFence can be set and waited against. + + + + + All previous GPU operations (vertex, pixel and compute). + + + + + All compute shader dispatch operations. + + + + + All aspects of pixel processing in the GPU. + + + + + All aspects of vertex processing in the GPU. + + + + + Texture "dimension" (type). + + + + + Any texture type. + + + + + Cubemap texture. + + + + + Cubemap array texture (CubemapArray). + + + + + No texture is assigned. + + + + + 2D texture (Texture2D). + + + + + 2D array texture (Texture2DArray). + + + + + 3D volume texture (Texture3D). + + + + + Texture type is not initialized or unknown. + + + + + Possible attribute types that describe a vertex in a Mesh. + + + + + Bone indices for skinned Meshes. + + + + + Bone blend weights for skinned Meshes. + + + + + Vertex color. + + + + + Vertex normal. + + + + + Vertex position. + + + + + Vertex tangent. + + + + + Primary texture coordinate (UV). + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Information about a single VertexAttribute of a Mesh vertex. + + + + + The vertex attribute. + + + + + Dimensionality of the vertex attribute. + + + + + Format of the vertex attribute. + + + + + Which vertex buffer stream the attribute should be in. + + + + + Create a VertexAttributeDescriptor structure. + + The VertexAttribute. + Format of the vertex attribute. Default is VertexAttributeFormat.Float32. + Dimensionality of the vertex attribute (1 to 4). Default is 3. + Vertex buffer stream that the attribute should be placed in. Default is 0. + + + + Data type of a VertexAttribute. + + + + + 16-bit float number. + + + + + 32-bit float number. + + + + + 16-bit signed integer. + + + + + 32-bit signed integer. + + + + + 8-bit signed integer. + + + + + 16-bit signed normalized number. + + + + + 8-bit signed normalized number. + + + + + 16-bit unsigned integer. + + + + + 32-bit unsigned integer. + + + + + 8-bit unsigned integer. + + + + + 16-bit unsigned normalized number. + + + + + 8-bit unsigned normalized number. + + + + + Video shaders mode used by Rendering.GraphicsSettings. + + + + + Include video shaders in builds (default). + + + + + Exclude video shaders from builds. This effectively disables video functionality. + + + + + Include video shaders in builds when referenced by scenes. + + + + + Holds data of a visible light. + + + + + Light color multiplied by intensity. + + + + + Light intersects far clipping plane. + + + + + Light intersects near clipping plane. + + + + + Accessor to Light component. + + + + + Light type. + + + + + Light transformation matrix. + + + + + Light range. + + + + + Light's influence rectangle on screen. + + + + + Spot light angle. + + + + + Holds data of a visible reflection reflectionProbe. + + + + + Probe blending distance. + + + + + Probe bounding box. + + + + + Probe projection center. + + + + + Shader data for probe HDR texture decoding. + + + + + Probe importance. + + + + + Should probe use box projection. + + + + + Probe transformation matrix. + + + + + Accessor to ReflectionProbe component. + + + + + Probe texture. + + + + + Rendering path of a Camera. + + + + + Deferred Lighting (Legacy). + + + + + Deferred Shading. + + + + + Forward Rendering. + + + + + Use Player Settings. + + + + + Vertex Lit. + + + + + Rendering parameters used by various rendering functions. + + + + + The camera used for rendering. If set to null (default) renders for all cameras. + + + + + Layer used for rendering. to use. + + + + + Light Probe Proxy Volume (LPPV) used for rendering. + + + + + The type of light probe usage. + + + + + Material used for rendering. + + + + + Material properties used for rendering. + + + + + Motion vector mode used for rendering. + + + + + Descripes if the rendered geometry should receive shadows. + + + + + The type of reflection probe used for rendering. + + + + + Renderer priority. + + + + + Renderer layer mask used for rendering. + + + + + Describes if geometry should cast shadows. + + + + + Defines world space bounds for the geometry. Used to cull and sort the rendered geometry. + + + + + Constructor. + + + + + + The Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light. + + + + + Ambient lighting coming from the sides. + + + + + Ambient lighting coming from below. + + + + + How much the light from the Ambient Source affects the Scene. + + + + + Flat ambient lighting color. + + + + + Ambient lighting mode. + + + + + An automatically generated ambient probe that captures environment lighting. + + + + + Ambient lighting coming from above. + + + + + Custom specular reflection cubemap. + + + + + Default reflection mode. + + + + + Cubemap resolution for default reflection. + + + + + The fade speed of all flares in the Scene. + + + + + The intensity of all flares in the Scene. + + + + + Is fog enabled? + + + + + The color of the fog. + + + + + The density of the exponential fog. + + + + + The ending distance of linear fog. + + + + + Fog mode to use. + + + + + The starting distance of linear fog. + + + + + Size of the Light halos. + + + + + The number of times a reflection includes other reflections. + + + + + How much the skybox / custom cubemap reflection affects the Scene. + + + + + The global skybox to use. + + + + + The color used for the sun shadows in the Subtractive lightmode. + + + + + The light used by the procedural skybox. + + + + + Fully describes setup of RenderTarget. + + + + + Color Buffers to set. + + + + + Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + + + + + Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + + + + + Cubemap face to render to. + + + + + Depth Buffer to set. + + + + + Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself. + + + + + Slice of a Texture3D or Texture2DArray to set as a render target. + + + + + Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself. + + + + + Mip Level to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Render textures are textures that can be rendered to. + + + + + Currently active render texture. + + + + + The antialiasing level for the RenderTexture. + + + + + Mipmap levels are generated automatically when this flag is set. + + + + + If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. + + + + + Color buffer of the render texture (Read Only). + + + + + The precision of the render texture's depth buffer in bits (0, 16, 24 and 32 are supported). + + + + + Depth/stencil buffer of the render texture (Read Only). + + + + + The format of the depth/stencil buffer. + + + + + This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. + + + + + Dimensionality (type) of the render texture. + + + + + Enable random access write into this render texture on Shader Model 5.0 level shaders. + + + + + The color format of the render texture. You can set the color format to None to achieve depth-only rendering. + + + + + The height of the render texture in pixels. + + + + + If enabled, this Render Texture will be used as a Texture3D. + + + + + The render texture memoryless mode property. + + + + + Does this render texture use sRGB read/write conversions? (Read Only). + + + + + The format of the stencil data that you can encapsulate within a RenderTexture. + +Specifying this property creates a stencil element for the RenderTexture and sets its format. +This allows for stencil data to be bound as a Texture to all shader types for the platforms that support it. +This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth. + +Currently, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm. + + + + + Is the render texture marked to be scaled by the. + + + + + Render texture has mipmaps when this flag is set. + + + + + Volume extent of a 3D render texture or number of slices of array texture. + + + + + If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. + + + + + The width of the render texture in pixels. + + + + + Converts the render texture to equirectangular format (both stereoscopic or monoscopic equirect). +The left eye will occupy the top half and the right eye will occupy the bottom. The monoscopic version will occupy the whole texture. +Texture dimension must be of type TextureDimension.Cube. + + RenderTexture to render the equirect format to. + A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for monoscopic rendering. + + + + Actually creates the RenderTexture. + + + True if the texture is created, else false. + + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Hint the GPU driver that the contents of the RenderTexture will not be used. + + Should the colour buffer be discarded? + Should the depth buffer be discarded? + + + + Hint the GPU driver that the contents of the RenderTexture will not be used. + + Should the colour buffer be discarded? + Should the depth buffer be discarded? + + + + Generate mipmap levels of a render texture. + + + + + Retrieve a native (underlying graphics API) pointer to the depth buffer resource. + + + Pointer to an underlying graphics API depth buffer resource. + + + + + Allocate a temporary render texture. + + Width in pixels. + Height in pixels. + Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Render texture format. + Color space conversion mode. + Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed. + Render texture memoryless mode. + Use this RenderTextureDesc for the settings when creating the temporary RenderTexture. + + + + + + Allocate a temporary render texture. + + Width in pixels. + Height in pixels. + Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Render texture format. + Color space conversion mode. + Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed. + Render texture memoryless mode. + Use this RenderTextureDesc for the settings when creating the temporary RenderTexture. + + + + + + Is the render texture actually created? + + + + + Indicate that there's a RenderTexture restore operation expected. + + + + + Releases the RenderTexture. + + + + + Release a temporary texture allocated with GetTemporary. + + + + + + Force an antialiased render texture to be resolved. + + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Force an antialiased render texture to be resolved. + + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Assigns this RenderTexture as a global shader property named propertyName. + + + + + + Does a RenderTexture have stencil buffer? + + Render texture, or null for main screen. + + + + Set of flags that control the state of a newly-created RenderTexture. + + + + + Clear this flag when a RenderTexture is a VR eye texture and the device does not automatically flip the texture when being displayed. This is platform specific and +It is set by default. This flag is only cleared when part of a RenderTextureDesc that is returned from GetDefaultVREyeTextureDesc or other VR functions that return a RenderTextureDesc. Currently, only Hololens eye textures need to clear this flag. + + + + + Determines whether or not mipmaps are automatically generated when the RenderTexture is modified. +This flag is set by default, and has no effect if the RenderTextureCreationFlags.MipMap flag is not also set. +See RenderTexture.autoGenerateMips for more details. + + + + + Setting this flag causes the RenderTexture to be bound as a multisampled texture in a shader. The flag prevents the RenderTexture from being resolved by default when RenderTexture.antiAliasing is greater than 1. + + + + + This flag is always set internally when a RenderTexture is created from script. It has no effect when set manually from script code. + + + + + Set this flag to mark this RenderTexture for Dynamic Resolution should the target platform/graphics API support Dynamic Resolution. See ScalabeBufferManager for more details. + + + + + Set this flag to enable random access writes to the RenderTexture from shaders. +Normally, pixel shaders only operate on pixels they are given. Compute shaders cannot write to textures without this flag. Random write enables shaders to write to arbitrary locations on a RenderTexture. See RenderTexture.enableRandomWrite for more details, including supported platforms. + + + + + Set this flag when the Texture is to be used as a VR eye texture. This flag is cleared by default. This flag is set on a RenderTextureDesc when it is returned from GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc. + + + + + Set this flag to allocate mipmaps in the RenderTexture. See RenderTexture.useMipMap for more details. + + + + + When this flag is set, the engine will not automatically resolve the color surface. + + + + + When this flag is set, reads and writes to this texture are converted to SRGB color space. See RenderTexture.sRGB for more details. + + + + + This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. Avoid using the default constructor as it does not initialize some flags with the recommended values. + + + + + Mipmap levels are generated automatically when this flag is set. + + + + + If true and msaaSamples is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. + + + + + The format of the RenderTarget is expressed as a RenderTextureFormat. Internally, this format is stored as a GraphicsFormat compatible with the current system (see SystemInfo.GetCompatibleFormat). Therefore, if you set a format and immediately get it again, it may return a different result from the one just set. + + + + + The precision of the render texture's depth buffer in bits (0, 16, 24 and 32 are supported). + + + + + The desired format of the depth/stencil buffer. + + + + + Dimensionality (type) of the render texture. + +See Also: RenderTexture.dimension. + + + + + Enable random access write into this render texture on Shader Model 5.0 level shaders. + +See Also: RenderTexture.enableRandomWrite. + + + + + A set of RenderTextureCreationFlags that control how the texture is created. + + + + + The color format for the RenderTexture. You can set this format to None to achieve depth-only rendering. + + + + + The height of the render texture in pixels. + + + + + The render texture memoryless mode property. + + + + + User-defined mipmap count. + + + + + The multisample antialiasing level for the RenderTexture. + +See Also: RenderTexture.antiAliasing. + + + + + Determines how the RenderTexture is sampled if it is used as a shadow map. + +See Also: ShadowSamplingMode for more details. + + + + + This flag causes the render texture uses sRGB read/write conversions. + + + + + The format of the stencil data that you can encapsulate within a RenderTexture. + +Specifying this property creates a stencil element for the RenderTexture and sets its format. +This allows for stencil data to be bound as a Texture to all shader types for the platforms that support it. +This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth. + +Currently, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm. + + + + + Set to true to enable dynamic resolution scaling on this render texture. + +See Also: RenderTexture.useDynamicScale. + + + + + Render texture has mipmaps when this flag is set. + +See Also: RenderTexture.useMipMap. + + + + + Volume extent of a 3D render texture. + + + + + If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. + + + + + The width of the render texture in pixels. + + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Format of a RenderTexture. + + + + + Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels. + + + + + Color render texture format. 10 bits for colors, 2 bits for alpha. + + + + + Color render texture format, 8 bits per channel. + + + + + Color render texture format, 4 bit per channel. + + + + + Four color render texture format, 16 bits per channel, fixed point, unsigned normalized. + + + + + Color render texture format, 32 bit floating point per channel. + + + + + Color render texture format, 16 bit floating point per channel. + + + + + Four channel (ARGB) render texture format, 32 bit signed integer per channel. + + + + + Color render texture format, 10 bit per channel, extended range. + + + + + Color render texture format, 10 bit per channel, extended range. + + + + + Color render texture format, 8 bits per channel. + + + + + Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + + + + + Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + + + + + A depth render texture format. + + + + + Single channel (R) render texture format, 16 bit integer. + + + + + Single channel (R) render texture format, 8 bit integer. + + + + + Scalar (R) render texture format, 32 bit floating point. + + + + + Two channel (RG) render texture format, 8 bits per channel. + + + + + Two color (RG) render texture format, 16 bits per channel, fixed point, unsigned normalized. + + + + + Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point. + + + + + Color render texture format. + + + + + Four channel (RGBA) render texture format, 16 bit unsigned integer per channel. + + + + + Two color (RG) render texture format, 32 bit floating point per channel. + + + + + Two color (RG) render texture format, 16 bit floating point per channel. + + + + + Two channel (RG) render texture format, 32 bit signed integer per channel. + + + + + Scalar (R) render texture format, 16 bit floating point. + + + + + Scalar (R) render texture format, 32 bit signed integer. + + + + + A native shadowmap render texture format. + + + + + Flags enumeration of the render texture memoryless modes. + + + + + Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 1. + + + + + Render texture depth pixels are memoryless. + + + + + Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 2, 4 or 8. + + + + + The render texture is not memoryless. + + + + + Color space conversion mode of a RenderTexture. + + + + + Render texture contains sRGB (color) data, perform Linear<->sRGB conversions on it. + + + + + Default color space conversion based on project settings. + + + + + Render texture contains linear (non-color) data; don't perform color conversions on it. + + + + + The RequireComponent attribute automatically adds required components as dependencies. + + + + + Require a single component. + + + + + + Require two components. + + + + + + + Require three components. + + + + + + + + Represents a display resolution. + + + + + Resolution height in pixels. + + + + + Resolution's vertical refresh rate in Hz. + + + + + Resolution width in pixels. + + + + + Returns a nicely formatted string of the resolution. + + + A string with the format "width x height @ refreshRateHz". + + + + + Asynchronous load request from the Resources bundle. + + + + + Asset object being loaded (Read Only). + + + + + The Resources class allows you to find and access Objects including assets. + + + + + Returns a list of all objects of Type T. + + + + + Returns a list of all objects of Type type. + + + + + + Translates an instance ID to an object reference. + + Instance ID of an Object. + + Resolved reference or null if the instance ID didn't match anything. + + + + + Translates an array of instance IDs to a list of Object references. + + IDs of Object instances. + List of resoved object references, instanceIDs and objects will be of the same length and in the same order, the list will be resized if needed. Missing objects will be null. + + + + Loads the asset of the requested type stored at path in a Resources folder using a generic parameter type filter of type T. + + Path to the target resource to load. + + An object of the requested generic parameter type. + + + + + Loads an asset stored at path in a Resources folder using an optional systemTypeInstance filter. + + Path to the target resource to load. + Type filter for objects returned. + + The requested asset returned as an Object. + + + + + Loads an asset stored at path in a Resources folder using an optional systemTypeInstance filter. + + Path to the target resource to load. + Type filter for objects returned. + + The requested asset returned as an Object. + + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + + + + Returns a resource at an asset path (Editor Only). + + Pathname of the target asset. + Type filter for objects returned. + + + + Returns a resource at an asset path (Editor Only). + + Pathname of the target asset. + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + + + + Unloads assetToUnload from memory. + + + + + + Unloads assets that are not used. + + + Object on which you can yield to wait until the operation completes. + + + + + Derive from this base class to provide alternative implementations to the C# behavior of specific Resources methods. + + + + + The specific ResourcesAPI instance to use to handle overridden Resources methods. + + + + + Override for customizing the behavior of the Resources.FindObjectsOfTypeAll function. + + + + + + Override for customizing the behavior of the Shader.Find function. + + + + + + Override for customizing the behavior of the Resources.Load function. + + Path to the target resource to load. + The requested asset's Type. + + The requested asset returned as an Object. + + + + + Override for customizing the behavior of the Resources.LoadAll function. + + Path to the target resource to load. + Type filter for objects returned. + + + + Override for customizing the behavior of the Resources.LoadAsync function. + + Path to the target resource to load. + Type filter for objects returned. + + + + Override for customizing the behavior of the Resources.Unload function. + + + + + + Attribute for setting up RPC functions. + + + + + Option for who will receive an RPC, used by NetworkView.RPC. + + + + + Set RuntimeInitializeOnLoadMethod type. + + + + + Callback when all assemblies are loaded and preloaded assets are initialized. + + + + + After Scene is loaded. + + + + + Before Scene is loaded. + + + + + Immediately before the splash screen is shown. + + + + + Callback used for registration of subsystems + + + + + Allow a runtime class method to be initialized when a game is loaded at runtime + without action from the user. + + + + + Set RuntimeInitializeOnLoadMethod type. + + + + + Creation of the runtime class used when Scenes are loaded. + + Determine whether methods are called before or after the + Scene is loaded. + + + + Creation of the runtime class used when Scenes are loaded. + + Determine whether methods are called before or after the + Scene is loaded. + + + + The platform application is running. Returned by Application.platform. + + + + + In the player on the Apple's tvOS. + + + + + In the player on Android devices. + + + + + In the player on CloudRendering. + + + + + In the player on the iPhone. + + + + + In the Unity editor on Linux. + + + + + In the player on Linux. + + + + + In the server on Linux. + + + + + In the Dashboard widget on macOS. + + + + + In the Unity editor on macOS. + + + + + In the player on macOS. + + + + + In the server on macOS. + + + + + In the web player on macOS. + + + + + In the player on the Playstation 4. + + + + + In the player on the Playstation 5. + + + + + In the player on Stadia. + + + + + In the player on Nintendo Switch. + + + + + In the player on WebGL + + + + + In the Unity editor on Windows. + + + + + In the player on Windows. + + + + + In the server on Windows. + + + + + In the web player on Windows. + + + + + In the player on Windows Store Apps when CPU architecture is ARM. + + + + + In the player on Windows Store Apps when CPU architecture is X64. + + + + + In the player on Windows Store Apps when CPU architecture is X86. + + + + + In the player on Xbox One. + + + + + Scales render textures to support dynamic resolution if the target platform/graphics API supports it. + + + + + Height scale factor to control dynamic resolution. + + + + + Width scale factor to control dynamic resolution. + + + + + Function to resize all buffers marked as DynamicallyScalable. + + New scale factor for the width the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0. + New scale factor for the height the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0. + + + + This struct collects all the CreateScene parameters in to a single place. + + + + + See SceneManagement.LocalPhysicsMode. + + + + + Used when loading a Scene in a player. + + + + + Adds the Scene to the current loaded Scenes. + + + + + Closes all current loaded Scenes + and loads a Scene. + + + + + This struct collects all the LoadScene parameters in to a single place. + + + + + See LoadSceneMode. + + + + + See SceneManagement.LocalPhysicsMode. + + + + + Constructor for LoadSceneParameters. See SceneManager.LoadScene. + + See LoadSceneParameters.loadSceneMode. + + + + Provides options for 2D and 3D local physics. + + + + + No local 2D or 3D physics Scene will be created. + + + + + A local 2D physics Scene will be created and owned by the Scene. + + + + + A local 3D physics Scene will be created and owned by the Scene. + + + + + Run-time data structure for *.unity file. + + + + + Return the index of the Scene in the Build Settings. + + + + + Returns true if the Scene is modifed. + + + + + Returns true if the Scene is loaded. + + + + + Returns the name of the Scene that is currently active in the game or app. + + + + + Returns the relative path of the Scene. Like: "AssetsMyScenesMyScene.unity". + + + + + The number of root transforms of this Scene. + + + + + Returns all the root game objects in the Scene. + + + An array of game objects. + + + + + Returns all the root game objects in the Scene. + + A list which is used to return the root game objects. + + + + Whether this is a valid Scene. +A Scene may be invalid if, for example, you tried to open a Scene that does not exist. In this case, the Scene returned from EditorSceneManager.OpenScene would return False for IsValid. + + + Whether this is a valid Scene. + + + + + Returns true if the Scenes are equal. + + + + + + + Returns true if the Scenes are different. + + + + + + + Scene management at run-time. + + + + + Subscribe to this event to get notified when the active Scene has changed. + + Use a subscription of either a UnityAction<SceneManagement.Scene, SceneManagement.Scene> or a method that takes two SceneManagement.Scene types arguments. + + + + The total number of currently loaded Scenes. + + + + + Number of Scenes in Build Settings. + + + + + Add a delegate to this to get notifications when a Scene has loaded. + + Use a subscription of either a UnityAction<SceneManagement.Scene, SceneManagement.LoadSceneMode> or a method that takes a SceneManagement.Scene and a SceneManagement.LoadSceneMode. + + + + Add a delegate to this to get notifications when a Scene has unloaded. + + Use a subscription of either a UnityAction<SceneManagement.Scene> or a method that takes a SceneManagement.Scene type argument. + + + + Create an empty new Scene at runtime with the given name. + + The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes. + Various parameters used to create the Scene. + + A reference to the new Scene that was created, or an invalid Scene if creation failed. + + + + + Create an empty new Scene at runtime with the given name. + + The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes. + Various parameters used to create the Scene. + + A reference to the new Scene that was created, or an invalid Scene if creation failed. + + + + + Gets the currently active Scene. + + + The active Scene. + + + + + Returns an array of all the Scenes currently open in the hierarchy. + + + Array of Scenes in the Hierarchy. + + + + + Get the Scene at index in the SceneManager's list of loaded Scenes. + + Index of the Scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount. + + A reference to the Scene at the index specified. + + + + + Get a Scene struct from a build index. + + Build index as shown in the Build Settings window. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Searches through the Scenes loaded for a Scene with the given name. + + Name of Scene to find. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Searches all Scenes loaded for a Scene that has the given asset path. + + Path of the Scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options. + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options. + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Various parameters used to load the Scene. + + A handle to the Scene being loaded. + + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Various parameters used to load the Scene. + + A handle to the Scene being loaded. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + This will merge the source Scene into the destinationScene. + + The Scene that will be merged into the destination Scene. + Existing Scene to merge the source Scene into. + + + + Move a GameObject from its current Scene to a new Scene. + + GameObject to move. + Scene to move into. + + + + Set the Scene to be active. + + The Scene to be set. + + Returns false if the Scene is not loaded yet. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Derive from this base class to provide alternative implementations to the C# behavior of specific SceneManagement.SceneManager methods. + + + + + The specific SceneManagement.SceneManagerAPI instance to use to handle overridden SceneManagement.SceneManager methods. + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.sceneCountInBuildSettings function. + + + Number of Scenes handled by SceneManagement.SceneManagerApi.GetSceneByBuildIndex. + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.GetSceneByBuildIndex function. + + Build index as returned by SceneManagement.SceneManagerApi.GetNumScenesInBuildSettings. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Override for customizing the behavior of loading the first Scene in a stub player build. + + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.LoadScene and SceneManagement.SceneManager.LoadSceneAsync functions. + + + + + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.UnloadSceneAsync function. + + + + + + + + + + Scene and Build Settings related utilities. + + + + + Get the build index from a Scene path. + + Scene path (e.g: "AssetsScenesScene1.unity"). + + Build index. + + + + + Get the Scene path from a build index. + + + + Scene path (e.g "AssetsScenesScene1.unity"). + + + + + Scene unloading options passed to SceneManager.UnloadScene. + + + + + Unload the scene without any special options. + + + + + Unloads all objects that are loaded from the scene's serialized file. Without this flag, only GameObject and Components within the scene's hierarchy are unloaded. + +Note: Objects that are dynamically created during the build process can be embedded in the scene's serialized file. This can occur when asset types are created and referenced inside the scene's post-processor callback. Some examples of these types are textures, meshes, and scriptable objects. Assets from your assets folder are not embedded in the scene's serialized file. +Note: This flag does not unload assets which can be referenced by other scenes. + + + + + Provides access to display information. + + + + + Enables auto-rotation to landscape left + + + + + Enables auto-rotation to landscape right. + + + + + Enables auto-rotation to portrait. + + + + + Enables auto-rotation to portrait, upside down. + + + + + The current brightness of the screen. + + + + + The current screen resolution (Read Only). + + + + + Returns a list of screen areas that are not functional for displaying content (Read Only). + + + + + The current DPI of the screen / device (Read Only). + + + + + Enables full-screen mode for the application. + + + + + Set this property to one of the values in FullScreenMode to change the display mode of your application. + + + + + The current height of the screen window in pixels (Read Only). + + + + + Enable cursor locking + + + + + The display information associated with the display that the main application window is on. + + + + + The position of the top left corner of the main window relative to the top left corner of the display. + + + + + Specifies logical orientation of the screen. + + + + + Returns all full-screen resolutions that the monitor supports (Read Only). + + + + + Returns the safe area of the screen in pixels (Read Only). + + + + + Should the cursor be visible? + + + + + A power saving setting, allowing the screen to dim some time after the last active user interaction. + + + + + The current width of the screen window in pixels (Read Only). + + + + + Retrieves layout information about connected displays such as names, resolutions and refresh rates. + + Connected display information. + + + + Moves the main window to the specified position relative to the top left corner of the specified display. Position value is represented in pixels. Moving the window is an asynchronous operation, which can take multiple frames. + + The target display where the window should move to. + The position the window moves to. Relative to the top left corner of the specified display in pixels. + + Returns AsyncOperation that represents moving the window. + + + + + Switches the screen resolution. + + + + + + + + + + Switches the screen resolution. + + + + + + + + + + Switches the screen resolution. + + + + + + + + + + Switches the screen resolution. + + + + + + + + + + Describes screen orientation. + + + + + Auto-rotates the screen as necessary toward any of the enabled orientations. + + + + + Landscape orientation, counter-clockwise from the portrait orientation. + + + + + Landscape orientation, clockwise from the portrait orientation. + + + + + Portrait orientation. + + + + + Portrait orientation, upside down. + + + + + A class you can derive from if you want to create objects that don't need to be attached to game objects. + + + + + Creates an instance of a scriptable object. + + The type of the ScriptableObject to create, as the name of the type. + The type of the ScriptableObject to create, as a System.Type instance. + + The created ScriptableObject. + + + + + Creates an instance of a scriptable object. + + The type of the ScriptableObject to create, as the name of the type. + The type of the ScriptableObject to create, as a System.Type instance. + + The created ScriptableObject. + + + + + Creates an instance of a scriptable object. + + + The created ScriptableObject. + + + + + Ensure an assembly is always processed during managed code stripping. + + + + + API to control the garbage collector on the Mono and IL2CPP scripting backends. + + + + + The target duration of a collection step when performing incremental garbage collection. + + + + + Reports whether incremental garbage collection is enabled. + + + + + Perform incremental garbage collection for the duration specified by the nanoseconds parameter. + + The maximum number of nanoseconds to spend in garbage collection. + + Returns true if additional garbage collection work remains when the method returns and false if garbage collection is complete. Also returns false if incremental garbage collection is not enabled or is not supported on the current platform. + + + + + Set and get global garbage collector operation mode. + + + + + Subscribe to this event to get notified when GarbageCollector.GCMode changes. + + + + + + Garbage collector operation mode. + + + + + Disable garbage collector. + + + + + Enable garbage collector. + + + + + Disable automatic invokations of the garbage collector, but allow manually invokations. + + + + + PreserveAttribute prevents byte code stripping from removing a class, method, field, or property. + + + + + Only allowed on attribute types. If the attribute type is marked, then so too will all CustomAttributes of that type. + + + + + When the type is marked, all types derived from that type will also be marked. + + + + + When a type is marked, all interface implementations of the specified types will be marked. + + + + + When a type is marked, all of it's members with [RequiredMember] will be marked. + + + + + When the interface type is marked, all types implementing that interface will be marked. + + + + + This attribute can be attached to a component object field in order to have the ObjectField use the advanced Object Picker. + + + + + Search view flags used to open the Object Picker in various states. + + + + + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + + A list of Search Provider IDs that will be used to create the search context. + + + + + Initial search query used to open the Object Picker window. + + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search view flags used to open the Object Picker in various states. + + + + + Opens a search window without any borders. This is useful to open the search window as a popup window for a quick pick. + + + + + The Object Picker window will open centered in the main Editor window. + + + + + The Object Picker window will open in compact list view. + + + + + The Search Picker window reports debugging information while running queries. + + + + + This flag disables the ability to switch between text mode and builder mode. + + + + + This flag disables the use of the Inspector Preview in the Search Picker window. + + + + + When creating a new search window, this flag can be used to disable the saved search query side panel. + + + + + This flag enables the use of the Saved Searches workflow in the Search Picker window. + + + + + The Search Picker window will open in grid view. + + + + + The Search Picker window will hide the Search field. This means the user will not be able to edit the initial search query used to open the Search window. + + + + + The Search Picker window will open in list view. + + + + + The Search Picker window will ignore any indexed search entry while executing the search query. + + + + + The Search Picker window will be opened using default options. + + + + + This flag forces the picker to open in builder mode. + + + + + The Search Picker window will open with the Preview Inspector open. + + + + + This flag forces the picker to open in text mode. + + + + + The Search Picker window will open with the Saved Searches panel open. + + + + + The Search Picker window will include results from packages. + + + + + The Search Picker window will open in table view. + + + + + A class attribute that allows you to define label constraints on a MonoBehavior or ScriptableObject's field in the object selector. + + + + + The labels to match. + + + + + Boolean that indicates whether all labels, or only one of them, should match. Default is true. + + + + + Constructor used to declare the SearchService.ObjectSelectorHandlerWithLabelsAttribute on a field. + + An array of strings that represents the different labels to use as constraints. + This parameter specifies whether all labels must match, or only one of them must be present. + + + + Constructor used to declare the SearchService.ObjectSelectorHandlerWithLabelsAttribute on a field. + + An array of strings that represents the different labels to use as constraints. + This parameter specifies whether all labels must match, or only one of them must be present. + + + + A class attribute that allows you to define tag constraints on a MonoBehavior or ScriptableObject's field in the object selector. + + + + + The tags to match. Because a GameObject can only have one tag, only one of them must be present. + + + + + Constructor used to declare the SearchService.ObjectSelectorHandlerWithTagsAttribute on a field. + + An array of strings that represents the different tags to use as constraints. + + + + Encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture. + + + + + The shader property name of the secondary Sprite texture. Use this name to identify and sample the texture in the shader. + + + + + The texture to be used as a secondary Sprite texture. + + + + + Webplayer security related class. Not supported from 5.4.0 onwards. + + + + + Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + + + + + Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + + + + + Prefetch the webplayer socket security policy from a non-default port number. + + IP address of server. + Port from where socket policy is read. + Time to wait for response. + + + + Prefetch the webplayer socket security policy from a non-default port number. + + IP address of server. + Port from where socket policy is read. + Time to wait for response. + + + + Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking. + + + + + Options for how to send a message. + + + + + No receiver is required for SendMessage. + + + + + A receiver is required for SendMessage. + + + + + Use this attribute to rename a field without losing its serialized value. + + + + + The name of the field before the rename. + + + + + + + The name of the field before renaming. + + + + Force Unity to serialize a private field. + + + + + A that instructs Unity to serialize a field as a reference instead of as a value. + + + + + Shader scripts used for all rendering. + + + + + An array containing the global shader keywords that are currently enabled. + + + + + An array containing the global shader keywords that currently exist. This includes enabled and disabled global shader keywords. + + + + + Shader LOD level for all shaders. + + + + + Render pipeline currently in use. + + + + + Shader hardware tier classification for current device. + + + + + Can this shader run on the end-users graphics card? (Read Only) + + + + + The local keyword space of this shader. + + + + + Sets the limit on the number of shader variant chunks Unity loads and keeps in memory. + + + + + Shader LOD level for this shader. + + + + + Returns the number of shader passes on the active SubShader. + + + + + Render queue of this shader. (Read Only) + + + + + Returns the number of SubShaders in this shader. + + + + + Disables a global shader keyword. + + The Rendering.GlobalKeyword to disable. + The name of the Rendering.GlobalKeyword to disable. + + + + Disables a global shader keyword. + + The Rendering.GlobalKeyword to disable. + The name of the Rendering.GlobalKeyword to disable. + + + + Enables a global shader keyword. + + The Rendering.GlobalKeyword to enable. + The name of the Rendering.GlobalKeyword to enable. + + + + Enables a global shader keyword. + + The Rendering.GlobalKeyword to enable. + The name of the Rendering.GlobalKeyword to enable. + + + + Finds a shader with the given name. + + + + + + Searches for the tag specified by tagName on the shader's active SubShader and returns the value of the tag. + + The index of the pass. + The name of the tag. + + + + Searches for the tag specified by tagName on the SubShader specified by subshaderIndex and returns the value of the tag. + + The index of the SubShader. + The index of the pass. + The name of the tag. + + + + Finds the index of a shader property by its name. + + The name of the shader property. + + + + Searches for the tag specified by tagName on the SubShader specified by subshaderIndex and returns the value of the tag. + + The index of the SubShader. + The name of the tag. + + + + Find the name of a texture stack a texture belongs too. + + Index of the property. + On exit, contanis the name of the stack if one was found. + On exit, contains the stack layer index of the texture property. + + True, if a stack was found for the given texture property, false if not. + + + + + Returns the dependency shader. + + The name of the dependency to query. + + + + Gets a global color property for all shaders previously set using SetGlobalColor. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global color property for all shaders previously set using SetGlobalColor. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float property for all shaders previously set using SetGlobalFloat. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float property for all shaders previously set using SetGlobalFloat. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float array for all shaders previously set using SetGlobalFloatArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float array for all shaders previously set using SetGlobalFloatArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global float array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global float array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetGlobalFloat or GetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetGlobalFloat or GetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global integer property for all shaders previously set using SetGlobalInteger. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global integer property for all shaders previously set using SetGlobalInteger. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix property for all shaders previously set using SetGlobalMatrix. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix property for all shaders previously set using SetGlobalMatrix. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global matrix array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global matrix array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global texture property for all shaders previously set using SetGlobalTexture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global texture property for all shaders previously set using SetGlobalTexture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector property for all shaders previously set using SetGlobalVector. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector property for all shaders previously set using SetGlobalVector. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector array for all shaders previously set using SetGlobalVectorArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector array for all shaders previously set using SetGlobalVectorArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global vector array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global vector array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns the number of passes in the given SubShader. + + The index of the SubShader. + + + + Returns an array of strings containing attributes of the shader property at the specified index. + + The index of the shader property. + + + + Returns the number of properties in this Shader. + + + + + Returns the default float value of the shader property at the specified index. + + The index of the shader property. + + + + Returns the default Vector4 value of the shader property at the specified index. + + The index of the shader property. + + + + Returns the description string of the shader property at the specified index. + + The index of the shader property. + + + + Returns the ShaderPropertyFlags of the shader property at the specified index. + + The index of the shader property. + + + + Returns the name of the shader property at the specified index. + + The index of the shader property. + + + + Returns the nameId of the shader property at the specified index. + + The index of the shader property. + + + + Returns the min and max limits for a <a href="Rendering.ShaderPropertyType.Range.html">Range</a> property at the specified index. + + The index of the shader property. + + + + Returns the default Texture name of a <a href="Rendering.ShaderPropertyType.Texture.html">Texture</a> shader property at the specified index. + + The index of the shader property. + + + + Returns the TextureDimension of a <a href="Rendering.ShaderPropertyType.Texture.html">Texture</a> shader property at the specified index. + + The index of the shader property. + + + + Returns the ShaderPropertyType of the property at the specified index. + + The index of the shader property. + + + + Checks whether a global shader keyword is enabled. + + The Rendering.GlobalKeyword to check. + + Returns true if the given global shader keyword is enabled. Otherwise, returns false. + + + + + Checks whether a global shader keyword is enabled. + + The name of the Rendering.GlobalKeyword to check. + + Returns true if a global shader keyword with the given name exists, and is enabled. Otherwise, returns false. + + + + + Gets unique identifier for a shader property name. + + Shader property name. + + Unique integer for the name. + + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global color property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global color property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a global float property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + This method is deprecated. Use SetGlobalFloat or SetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + This method is deprecated. Use SetGlobalFloat or SetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global integer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global integer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global vector property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets the state of a global shader keyword. + + The Rendering.GlobalKeyword to enable or disable. + The desired keyword state. + + + + Prewarms all shader variants of all Shaders currently in memory. + + + + + ShaderVariantCollection records which shader variants are actually used in each shader. + + + + + Is this ShaderVariantCollection already warmed up? (Read Only) + + + + + Number of shaders in this collection (Read Only). + + + + + Number of total varians in this collection (Read Only). + + + + + Adds a new shader variant to the collection. + + Shader variant to add. + + False if already in the collection. + + + + + Remove all shader variants from the collection. + + + + + Checks if a shader variant is in the collection. + + Shader variant to check. + + True if the variant is in the collection. + + + + + Create a new empty shader variant collection. + + + + + Removes shader variant from the collection. + + Shader variant to add. + + False if was not in the collection. + + + + + Identifies a specific variant of a shader. + + + + + Array of shader keywords to use in this variant. + + + + + Pass type to use in this variant. + + + + + Shader to use in this variant. + + + + + Creates a ShaderVariant structure. + + + + + + + + Prewarms all shader variants in this shader variant collection. + + + + + The rendering mode of Shadowmask. + + + + + Static shadow casters will be rendered into real-time shadow maps. Shadowmasks and occlusion from Light Probes will only be used past the real-time shadow distance. + + + + + Static shadow casters won't be rendered into real-time shadow maps. All shadows from static casters are handled via Shadowmasks and occlusion from Light Probes. + + + + + The filters that Unity can use when it renders GameObjects in the shadow pass. + + + + + Renders all GameObjects. + + + + + Only renders GameObjects that do not include the Static Shadow Caster tag. + + + + + Only renders GameObjects that include the Static Shadow Caster tag. + + + + + Shadow projection type for. + + + + + Close fit shadow maps with linear fadeout. + + + + + Stable shadow maps with spherical fadeout. + + + + + Determines which type of shadows should be used. + + + + + Hard and Soft Shadows. + + + + + Disable Shadows. + + + + + Hard Shadows Only. + + + + + Default shadow resolution. + + + + + High shadow map resolution. + + + + + Low shadow map resolution. + + + + + Medium shadow map resolution. + + + + + Very high shadow map resolution. + + + + + The Skinned Mesh filter. + + + + + The bones used to skin the mesh. + + + + + Forces the Skinned Mesh to recalculate its matricies when rendered + + + + + The maximum number of bones per vertex that are taken into account during skinning. + + + + + The mesh used for skinning. + + + + + Specifies whether skinned motion vectors should be used for this renderer. + + + + + If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. + + + + + The intended target usage of the skinned mesh GPU vertex buffer. + + + + + Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the skinned mesh. + Whether to use the SkinnedMeshRenderer's Transform scale when baking the Mesh. If this is true, Unity bakes the Mesh using the position, rotation, and scale values from the SkinnedMeshRenderer's Transform. If this is false, Unity bakes the Mesh using the position and rotation values from the SkinnedMeshRenderer's Transform, but without using the scale value from the SkinnedMeshRenderer's Transform. The default value is false. + + + + Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the skinned mesh. + Whether to use the SkinnedMeshRenderer's Transform scale when baking the Mesh. If this is true, Unity bakes the Mesh using the position, rotation, and scale values from the SkinnedMeshRenderer's Transform. If this is false, Unity bakes the Mesh using the position and rotation values from the SkinnedMeshRenderer's Transform, but without using the scale value from the SkinnedMeshRenderer's Transform. The default value is false. + + + + Returns the weight of a BlendShape for this Renderer. + + The index of the BlendShape whose weight you want to retrieve. Index must be smaller than the Mesh.blendShapeCount of the Mesh attached to this Renderer. + + The weight of the BlendShape. + + + + + Retrieves a GraphicsBuffer that provides direct access to the GPU vertex buffer for this skinned mesh, for the previous frame. + + + The skinned mesh vertex buffer as a GraphicsBuffer. + + + + + Retrieves a GraphicsBuffer that provides direct access to the GPU vertex buffer for this skinned mesh, for the current frame. + + + The skinned mesh vertex buffer as a GraphicsBuffer. + + + + + Sets the weight of a BlendShape for this Renderer. + + The index of the BlendShape to modify. Index must be smaller than the Mesh.blendShapeCount of the Mesh attached to this Renderer. + The weight for this BlendShape. + + + + The maximum number of bones affecting a single vertex. + + + + + Chooses the number of bones from the number current QualitySettings. (Default) + + + + + Use only 1 bone to deform a single vertex. (The most important bone will be used). + + + + + Use 2 bones to deform a single vertex. (The most important bones will be used). + + + + + Use 4 bones to deform a single vertex. + + + + + Skin weights. + + + + + Four bones affect each vertex. + + + + + One bone affects each vertex. + + + + + Two bones affect each vertex. + + + + + An unlimited number of bones affect each vertex. + + + + + A script interface for the. + + + + + The material used by the skybox. + + + + + Constants for special values of Screen.sleepTimeout. + + + + + Prevent screen dimming. + + + + + Set the sleep timeout to whatever the user has specified in the system settings. + + + + + Defines the axes that can be snapped. + + + + + Snapping is available on all axes: x, y, and z. + + + + + No axes support snapping. + + + + + Snapping is available only on the \x\ axis. + + + + + Snapping is available only on the \y\ axis. + + + + + Snapping is available only on the \z\ axis. + + + + + Snap values to rounded increments. + + + + + Rounds value to the closest multiple of snap. + + The value to round. + The increment to round to. + + The rounded value. + + + + + Rounds value to the closest multiple of snap. + + The value to round. + The increment to round to. + + The rounded value. + + + + + Rounds value to the closest multiple of snap. + + The value to round. + The increment to round to. + Restrict snapping to the components on these axes. + + The rounded value. + + + + + SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer. + + + + + This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order. + + + + + Returns all the layers defined in this project. + + + + + Returns the name of the layer as defined in the TagManager. + + + + + This is the relative value that indicates the sort order of this layer relative to the other layers. + + + + + Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order. + + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + + + + + Returns the final sorting layer value. See Also: GetLayerValueFromID. + + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + + + + + Returns the unique id of the layer. Will return "<unknown layer>" if an invalid id is given. + + The unique id of the layer. + + The name of the layer with id or "<unknown layer>" for invalid id. + + + + + Returns true if the id provided is a valid layer id. + + The unique id of a layer. + + True if the id provided is valid and assigned to a layer. + + + + + Returns the id given the name. Will return 0 if an invalid name was given. + + The name of the layer. + + The unique id of the layer with name. + + + + + The coordinate space in which to operate. + + + + + Applies transformation relative to the local coordinate system. + + + + + Applies transformation relative to the world coordinate system. + + + + + Use this PropertyAttribute to add some spacing in the Inspector. + + + + + The spacing in pixels. + + + + + Use this DecoratorDrawer to add some spacing in the Inspector. + + The spacing in pixels. + + + + Class for handling Sparse Textures. + + + + + Is the sparse texture actually created? (Read Only) + + + + + Get sparse texture tile height (Read Only). + + + + + Get sparse texture tile width (Read Only). + + + + + Create a sparse texture. + + Texture width in pixels. + Texture height in pixels. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). + Texture Format. + + + + Create a sparse texture. + + Texture width in pixels. + Texture height in pixels. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). + Texture Format. + + + + Unload sparse texture tile. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + + + + Update sparse texture tile with color values. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile color data. + + + + Update sparse texture tile with raw pixel values. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile raw pixel data. + + + + Represents a Sprite object for use in 2D gameplay. + + + + + Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1. + +Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression. + + + + + Returns the border sizes of the sprite. + + + + + Bounds of the Sprite, specified by its center and extents in world space units. + + + + + Returns true if this Sprite is packed in an atlas. + + + + + If Sprite is packed (see Sprite.packed), returns its SpritePackingMode. + + + + + If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation. + + + + + Location of the Sprite's center point in the Rect on the original Texture, specified in pixels. + + + + + The number of pixels in the sprite that correspond to one unit in world space. (Read Only) + + + + + Location of the Sprite on the original Texture, specified in pixels. + + + + + The Variant scale of texture used by the Sprite. This is useful to check when a Variant SpriteAtlas is being used by Sprites. + + + + + Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite. + + + + + Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas. + + + + + Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero. + + + + + Returns a copy of the array containing sprite mesh triangles. + + + + + The base texture coordinates of the sprite mesh. + + + + + Returns a copy of the array containing sprite mesh vertex positions. + + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Gets a physics shape from the Sprite by its index. + + The index of the physics shape to retrieve. + An ordered list of the points in the selected physics shape to store points in. + + The number of points stored in the given list. + + + + + The number of physics shapes for the Sprite. + + + The number of physics shapes for the Sprite. + + + + + The number of points in the selected physics shape for the Sprite. + + The index of the physics shape to retrieve the number of points from. + + The number of points in the selected physics shape for the Sprite. + + + + + Sets up new Sprite geometry. + + Array of vertex positions in Sprite Rect space. + Array of sprite mesh triangle indices. + + + + Sets up a new Sprite physics shape. + + A multidimensional list of points in Sprite.rect space denoting the physics shape outlines. + + + + How a Sprite's graphic rectangle is aligned with its pivot point. + + + + + Pivot is at the center of the bottom edge of the graphic rectangle. + + + + + Pivot is at the bottom left corner of the graphic rectangle. + + + + + Pivot is at the bottom right corner of the graphic rectangle. + + + + + Pivot is at the center of the graphic rectangle. + + + + + Pivot is at a custom position within the graphic rectangle. + + + + + Pivot is at the center of the left edge of the graphic rectangle. + + + + + Pivot is at the center of the right edge of the graphic rectangle. + + + + + Pivot is at the center of the top edge of the graphic rectangle. + + + + + Pivot is at the top left corner of the graphic rectangle. + + + + + Pivot is at the top right corner of the graphic rectangle. + + + + + SpriteRenderer draw mode. + + + + + Displays the full sprite. + + + + + The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will scale. + + + + + The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will tile. + + + + + This enum controls the mode under which the sprite will interact with the masking system. + + + + + The sprite will not interact with the masking system. + + + + + The sprite will be visible only in areas where a mask is present. + + + + + The sprite will be visible only in areas where no mask is present. + + + + + Defines the type of mesh generated for a sprite. + + + + + Rectangle mesh equal to the user specified sprite size. + + + + + Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible. + + + + + Sprite packing modes for the Sprite Packer. + + + + + Alpha-cropped ractangle packing. + + + + + Tight mesh based packing. + + + + + Sprite rotation modes for the Sprite Packer. + + + + + Any rotation. + + + + + Sprite is flipped horizontally when packed. + + + + + Sprite is flipped vertically when packed. + + + + + No rotation. + + + + + Sprite is rotated 180 degree when packed. + + + + + Renders a Sprite for 2D graphics. + + + + + The current threshold for Sprite Renderer tiling. + + + + + Rendering color for the Sprite graphic. + + + + + The current draw mode of the Sprite Renderer. + + + + + Flips the sprite on the X axis. + + + + + Flips the sprite on the Y axis. + + + + + Specifies how the sprite interacts with the masks. + + + + + Property to set or get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.Sliced or SpriteDrawMode.Tiled. + + + + + The Sprite to render. + + + + + Determines the position of the Sprite used for sorting the SpriteRenderer. + + + + + The current tile mode of the Sprite Renderer. + + + + + Registers a callback to receive a notification when the SpriteRenderer's Sprite reference changes. + + The callback to invoke when the SpriteRenderer's Sprite reference changes. + + + + Removes a callback (that receives a notification when the Sprite reference changes) that was previously registered to a SpriteRenderer. + + The callback to be removed. + + + + Helper utilities for accessing Sprite data. + + + + + Inner UV's of the Sprite. + + + + + + Minimum width and height of the Sprite. + + + + + + Outer UV's of the Sprite. + + + + + + Return the padding on the sprite. + + + + + + Determines the position of the Sprite used for sorting the Renderer. + + + + + The center of the Sprite is used as the point for sorting the Renderer. + + + + + The pivot of the Sprite is used as the point for sorting the Renderer. + + + + + Tiling mode for SpriteRenderer.tileMode. + + + + + Sprite Renderer tiles the sprite once the Sprite Renderer size is above SpriteRenderer.adaptiveModeThreshold. + + + + + Sprite Renderer tiles the sprite continuously when is set to SpriteRenderer.tileMode. + + + + + Stack trace logging options. + + + + + Native and managed stack trace will be logged. + + + + + No stack trace will be outputed to log. + + + + + Only managed stack trace will be outputed. + + + + + StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. + + + + + Combines all children GameObjects of the staticBatchRoot for static batching. + + The GameObject that should become the root of the combined batch. + + + + SCombines all GameObjects in gos for static batching and treats staticBatchRoot as the root. + + The GameObjects to prepare for static batching. + The GameObject that should become the root of the combined batch. + + + + Enum values for the Camera's targetEye property. + + + + + Render both eyes to the HMD. + + + + + Render only the Left eye to the HMD. + + + + + Do not render either eye to the HMD. + + + + + Render only the right eye to the HMD. + + + + + Access system and hardware information. + + + + + The current battery level (Read Only). + + + + + Returns the current status of the device's battery (Read Only). + + + + + Size of the compute thread group that supports efficient memory sharing on the GPU (Read Only). + + + + + Minimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer. + + + + + Support for various Graphics.CopyTexture cases (Read Only). + + + + + The model of the device (Read Only). + + + + + The user defined name of the device (Read Only). + + + + + Returns the kind of device the application is running on (Read Only). + + + + + A unique device identifier. It is guaranteed to be unique for every device (Read Only). + + + + + The identifier code of the graphics device (Read Only). + + + + + The name of the graphics device (Read Only). + + + + + The graphics API type used by the graphics device (Read Only). + + + + + The vendor of the graphics device (Read Only). + + + + + The identifier code of the graphics device vendor (Read Only). + + + + + The graphics API type and driver version used by the graphics device (Read Only). + + + + + Amount of video memory present (Read Only). + + + + + Is graphics device using multi-threaded rendering (Read Only)? + + + + + Graphics device shader capability level (Read Only). + + + + + Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. + + + + + Returns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions. + + + + + True if the GPU supports hidden surface removal. + + + + + Returns true if the GPU supports partial mipmap chains (Read Only). + + + + + Returns a bitwise combination of HDRDisplaySupportFlags describing the support for HDR displays on the system. + + + + + Returns the maximum anisotropic level for anisotropic filtering that is supported on the device. + + + + + Determines how many compute buffers Unity supports simultaneously in a compute shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a domain shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a fragment shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a geometry shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a hull shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a vertex shader for reading. (Read Only) + + + + + The largest total number of invocations in a single local work group that can be dispatched to a compute shader (Read Only). + + + + + The maximum number of work groups that a compute shader can use in X dimension (Read Only). + + + + + The maximum number of work groups that a compute shader can use in Y dimension (Read Only). + + + + + The maximum number of work groups that a compute shader can use in Z dimension (Read Only). + + + + + Maximum Cubemap texture size (Read Only). + + + + + The maximum size of a graphics buffer (GraphicsBuffer, ComputeBuffer, vertex/index buffer, etc.) in bytes (Read Only). + + + + + Maximum 3D Texture size (Read Only). + + + + + Maximum number of slices in a Texture array (Read Only). + + + + + Maximum texture size (Read Only). + + + + + Obsolete - use SystemInfo.constantBufferOffsetAlignment instead. Minimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer. + + + + + What NPOT (non-power of two size) texture support does the GPU provide? (Read Only) + + + + + Operating system name with version (Read Only). + + + + + Returns the operating system family the game is running on (Read Only). + + + + + Number of processors present (Read Only). + + + + + Processor frequency in MHz (Read Only). + + + + + Processor name (Read Only). + + + + + Application's actual rendering threading mode (Read Only). + + + + + The maximum number of random write targets (UAV) that Unity supports simultaneously. (Read Only) + + + + + How many simultaneous render targets (MRTs) are supported? (Read Only) + + + + + Are 2D Array textures supported? (Read Only) + + + + + Are 32-bit index buffers supported? (Read Only) + + + + + Are 3D (volume) RenderTextures supported? (Read Only) + + + + + Are 3D (volume) textures supported? (Read Only) + + + + + Is an accelerometer available on the device? + + + + + Returns true when anisotropic filtering is supported on the device. + + + + + Returns true when the platform supports asynchronous compute queues and false if otherwise. + + + + + Returns true if asynchronous readback of GPU data is available for this device and false otherwise. + + + + + Is there an Audio device available for playback? (Read Only) + + + + + Are compressed formats for 3D (volume) textures supported? (Read Only). + + + + + Are compute shaders supported? (Read Only) + + + + + Is conservative rasterization supported? (Read Only) + + + + + Are Cubemap Array textures supported? (Read Only) + + + + + Are geometry shaders supported? (Read Only) + + + + + This functionality is deprecated, and should no longer be used. Please use SystemInfo.supportsGraphicsFence. + + + + + Specifies whether the current platform supports the GPU Recorder or not. (Read Only). + + + + + Returns true when the platform supports GraphicsFences, and false if otherwise. + + + + + Is a gyroscope available on the device? + + + + + Does the hardware support quad topology? (Read Only) + + + + + Are image effects supported? (Read Only) + + + + + Is GPU draw call instancing supported? (Read Only) + + + + + Is the device capable of reporting its location? + + + + + Is streaming of texture mip maps supported? (Read Only) + + + + + Whether motion vectors are supported on this platform. + + + + + Returns true if multisampled textures are resolved automatically + + + + + Boolean that indicates whether multisampled texture arrays are supported (true if supported, false if not supported). + + + + + Are multisampled textures supported? (Read Only) + + + + + Returns true if the platform supports multisample resolve of depth textures. + + + + + Boolean that indicates whether Multiview is supported (true if supported, false if not supported). (Read Only) + + + + + Is sampling raw depth from shadowmaps supported? (Read Only) + + + + + Checks if ray tracing is supported by the current configuration. + + + + + Boolean that indicates if SV_RenderTargetArrayIndex can be used in a vertex shader (true if it can be used, false if not). + + + + + Are render textures supported? (Read Only) + + + + + Are cubemap render textures supported? (Read Only) + + + + + Returns true when the platform supports different blend modes when rendering to multiple render targets, or false otherwise. + + + + + Does the current renderer support binding constant buffers directly? (Read Only) + + + + + Are built-in shadows supported? (Read Only) + + + + + Are sparse textures supported? (Read Only) + + + + + Is the stencil buffer supported? (Read Only) + + + + + This property is true if the graphics API of the target build platform takes RenderBufferStoreAction.StoreAndResolve into account, false if otherwise. + + + + + Are tessellation shaders supported? (Read Only) + + + + + Returns true if the 'Mirror Once' texture wrap mode is supported. (Read Only) + + + + + Is the device capable of providing the user haptic feedback by vibration? + + + + + Amount of system memory present (Read Only). + + + + + Value returned by SystemInfo string properties which are not supported on the current platform. + + + + + True if the Graphics API takes RenderBufferLoadAction and RenderBufferStoreAction into account, false if otherwise. + + + + + This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only) + + + + + Returns a format supported by the platform for the specified usage. + + The Experimental.Rendering.GraphicsFormat format to look up. + The Experimental.Rendering.FormatUsage usage to look up. + + Returns a format supported by the platform. If no equivalent or compatible format is supported, the function returns GraphicsFormat.None. + + + + + Returns the platform-specific GraphicsFormat that is associated with the DefaultFormat. + + The DefaultFormat format to look up. + + + + Checks if the target platform supports the MSAA samples count in the RenderTextureDescriptor argument. + + The RenderTextureDescriptor to check. + + If the target platform supports the given MSAA samples count of RenderTextureDescriptor, returns the given MSAA samples count. Otherwise returns a lower fallback MSAA samples count value that the target platform supports. + + + + + Verifies that the specified graphics format is supported for the specified usage. + + The Experimental.Rendering.GraphicsFormat format to look up. + The Experimental.Rendering.FormatUsage usage to look up. + + Returns true if the format is supported for the specific usage. Returns false otherwise. + + + + + Is blending supported on render texture format? + + The format to look up. + + True if blending is supported on the given format. + + + + + Tests if a RenderTextureFormat can be used with RenderTexture.enableRandomWrite. + + The format to look up. + + True if the format can be used for random access writes. + + + + + Is render texture format supported? + + The format to look up. + + True if the format is supported. + + + + + Is texture format supported on this device? + + The TextureFormat format to look up. + + True if the format is supported. + + + + + Indicates whether the given combination of a vertex attribute format and dimension is supported on this device. + + The VertexAttributeFormat format to look up. + The dimension of vertex data to check for. + + True if the format with the given dimension is supported. + + + + + The language the user's operating system is running in. Returned by Application.systemLanguage. + + + + + Afrikaans. + + + + + Arabic. + + + + + Basque. + + + + + Belarusian. + + + + + Bulgarian. + + + + + Catalan. + + + + + Chinese. + + + + + ChineseSimplified. + + + + + ChineseTraditional. + + + + + Czech. + + + + + Danish. + + + + + Dutch. + + + + + English. + + + + + Estonian. + + + + + Faroese. + + + + + Finnish. + + + + + French. + + + + + German. + + + + + Greek. + + + + + Hebrew. + + + + + Hungarian. + + + + + Icelandic. + + + + + Indonesian. + + + + + Italian. + + + + + Japanese. + + + + + Korean. + + + + + Latvian. + + + + + Lithuanian. + + + + + Norwegian. + + + + + Polish. + + + + + Portuguese. + + + + + Romanian. + + + + + Russian. + + + + + Serbo-Croatian. + + + + + Slovak. + + + + + Slovenian. + + + + + Spanish. + + + + + Swedish. + + + + + Thai. + + + + + Turkish. + + + + + Ukrainian. + + + + + Unknown. + + + + + Vietnamese. + + + + + Describes the interface for the code coverage data exposed by mono. + + + + + Enables or disables code coverage. Note that Code Coverage can affect the performance. + + + Returns true if code coverage is enabled; otherwise, returns false. + + + + + Returns the coverage sequence points for the method you specify. See CoveredSequencePoint for more information about the coverage data this method returns. + + The method to get the sequence points for. + + Array of sequence points. + + + + + Returns the coverage summary for the specified method. See CoveredMethodStats for more information about the coverage statistics returned by this method. + + The method to get coverage statistics for. + + Coverage summary. + + + + + Returns an array of coverage summaries for the specified array of methods. + + The array of methods. + + Array of coverage summaries. + + + + + Returns an array of coverage summaries for the specified type. + + The type. + + Array of coverage summaries. + + + + + Returns the coverage summary for all methods that have been called since either the Unity process was started or Coverage.ResetAll() has been called. + + + Array of coverage summaries. + + + + + Resets all coverage data. + + + + + Resets the coverage data for the specified method. + + The method. + + + + Describes the summary of the code coverage for the specified method used by TestTools.Coverage. For an example of typical usage, see TestTools.Coverage.GetStatsFor. + + + + + The covered method. + + + + + The total number of sequence points in the method. + + + + + The total number of uncovered sequence points in the method. + + + + + Describes a covered sequence point used by TestTools.Coverage. For an example of typical usage, see TestTools.Coverage.GetSequencePointsFor. + + + + + The column number of the line of the file that contains the sequence point. + + + + + The name of the file that contains the sequence point. + + + + + The number of times the sequence point has been visited. + + + + + The offset in bytes from the start of the method to the first Intermediate Language instruction of this sequence point. + + + + + The line number of the file that contains the sequence point. + + + + + The method covered by the sequence point. + + + + + Allows you to exclude an Assembly, Class, Constructor, Method or Struct from TestTools.Coverage. + + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + + + + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + + The minimum amount of lines the text area will use. + + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + Represents a raw text or binary file asset. + + + + + The raw bytes of the text asset. (Read Only) + + + + + The size of the text asset data in bytes. (Read Only) + + + + + The text contents of the file as a string. (Read Only) + + + + + Create a new TextAsset with the specified text contents. + +This constructor creates a TextAsset, which is not the same as a plain text file. When saved to disk using the AssetDatabase class, the TextAsset should be saved with the .asset extension. + + The text contents for the TextAsset. + + + + Gets raw text asset data. + + + A reference to an array in native code that provides access to the raw asset data. + + + + + Returns the contents of the TextAsset. + + + + + Base class for Texture handling. + + + + + Allow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread). + + + + + Defines the anisotropic filtering level of the Texture. + + + + + The amount of memory that all Textures in the scene use. + + + + + The total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the which reduces the loaded Texture resolution if the Texture sizes exceed its value. The `desiredTextureMemory` value takes into account the mipmap levels that Unity has requested or that you have set manually. + +For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the `desiredTextureMemory` value to match the total memory needed. + +The `desiredTextureMemory` value can be greater than the `targetTextureMemory` value. + + + + + + Dimensionality (type) of the Texture (Read Only). + + + + + Filtering mode of the Texture. + + + + + Returns the GraphicsFormat format or color format of a Texture object. + + + + + Height of the Texture in pixels (Read Only). + + + + + The hash value of the Texture. + + + + + Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory. + + + + + The mipmap bias of the Texture. + + + + + How many mipmap levels are in this Texture (Read Only). + + + + + The number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + The amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + How many times has a Texture been uploaded due to Texture mipmap streaming. + + + + + Number of renderers registered with the Texture streaming system. + + + + + Number of streaming Textures. + + + + + This property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory. + + + + + Force streaming Textures to load all mipmap levels. + + + + + Number of streaming Textures with mipmaps currently loading. + + + + + Number of streaming Textures with outstanding mipmaps to be loaded. + + + + + The total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the and finishes loading Textures. `targetTextureMemory`also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0. + +This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the`Texture2D.requestedMipmapLevel` manually. + +To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`. + +`totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + This counter is incremented when the Texture is updated. + + + + + Width of the Texture in pixels (Read Only). + + + + + Texture coordinate wrapping mode. + + + + + Texture U coordinate wrapping mode. + + + + + Texture V coordinate wrapping mode. + + + + + Texture W coordinate wrapping mode for Texture3D. + + + + + Can be used with Texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1. + + + + + Retrieve a native (underlying graphics API) pointer to the Texture resource. + + + Pointer to an underlying graphics API Texture resource. + + + + + Increment the update counter. + + + + + Sets Anisotropic limits. + + + + + + + This function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system. + + + + + Class that represents textures in C# code. + + + + + Indicates whether this texture was imported with TextureImporter.alphaIsTransparency enabled. This setting is available only in the Editor scripts. Note that changing this setting will have no effect; it must be enabled in TextureImporter instead. + + + + + Gets a small Texture with all black pixels. + + + + + The mipmap level calculated by the streaming system, which takes into account the streaming Cameras and the location of the objects containing this Texture. This is unaffected by requestedMipmapLevel or minimumMipmapLevel. + + + + + The mipmap level that the streaming system would load before memory budgets are applied. + + + + + The format of the pixel data in the texture (Read Only). + + + + + Gets a small Texture with all gray pixels. + + + + + This property causes a texture to ignore the QualitySettings.masterTextureLimit. + + + + + Gets a small Texture with all gray pixels. + + + + + The mipmap level that is currently loaded by the streaming system. + + + + + The mipmap level that the mipmap streaming system is in the process of loading. + + + + + Restricts the mipmap streaming system to a minimum mip level for this Texture. + + + + + Gets a small Texture with pixels that represent surface normal vectors at a neutral position. + + + + + Gets a small Texture with all red pixels. + + + + + The mipmap level to load. + + + + + Determines whether mipmap streaming is enabled for this Texture. + + + + + Sets the relative priority for this Texture when reducing memory size to fit within the memory budget. + + + + + Returns true if the VTOnly checkbox was checked when the texture was imported; otherwise returns false. For additional information, see TextureImporter.vtOnly. + + + + + Gets a small Texture with all white pixels. + + + + + Actually apply all previous SetPixel and SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Resets the minimumMipmapLevel field. + + + + + Resets the requestedMipmapLevel field. + + + + + Compress texture at runtime to DXT/BCn or ETC formats. + + + + + + Creates a Unity Texture out of an externally created native texture object. + + Native 2D texture object. + Width of texture in pixels. + Height of texture in pixels. + Format of underlying texture object. + Does the texture have mipmaps? + Is texture using linear color space? + + + + + Create a new empty texture. + + + + + + + + + + Create a new empty texture. + + + + + + + + + + Create a new empty texture. + + + + + + + + + + Create a new empty texture. + + + + + + + + + + Flags used to control the encoding to an EXR file. + + + + + This texture will use Wavelet compression. This is best used for grainy images. + + + + + The texture will use RLE (Run Length Encoding) EXR compression format (similar to Targa RLE compression). + + + + + The texture will use the EXR ZIP compression format. + + + + + No flag. This will result in an uncompressed 16-bit float EXR file. + + + + + The texture will be exported as a 32-bit float EXR file (default is 16-bit). + + + + + Packs a set of rectangles into a square atlas, with optional padding between rectangles. + + An array of rectangle dimensions. + Amount of padding to insert between adjacent rectangles in the atlas. + The size of the atlas. + If the function succeeds, Unity populates this with the packed rectangles. + + Returns true if the function succeeds. Otherwise, returns false. + + + + + Returns pixel color at coordinates (x, y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Returns pixel color at coordinates (x, y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Returns filtered pixel color at normalized coordinates (u, v). + + U coordinate of the sample. + V coordinate of the sample. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Returns filtered pixel color at normalized coordinates (u, v). + + U coordinate of the sample. + V coordinate of the sample. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + + View into the texture system memory data buffer. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the the pixel color data for a given area of a given mip level. The colors are represented by Color structs. + + The x position of the pixel array to fetch. + The y position of the pixel array to fetch. + The width length of the pixel array to fetch. + The height length of the pixel array to fetch. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the the pixel color data for a given area of a given mip level. The colors are represented by Color structs. + + The x position of the pixel array to fetch. + The y position of the pixel array to fetch. + The width length of the pixel array to fetch. + The height length of the pixel array to fetch. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Get raw data from a texture for reading or writing. + + + Raw texture data view. + + + + + Get raw data from a texture. + + + Raw texture data as a byte array. + + + + + Checks to see whether the mipmap level set by requestedMipmapLevel has finished loading. + + + True if the mipmap level requested by requestedMipmapLevel has finished loading. + + + + + Fills texture pixels with raw preformatted data. + + Raw data array to initialize texture pixels with. + Size of data in bytes. + + + + Fills texture pixels with raw preformatted data. + + Raw data array to initialize texture pixels with. + Size of data in bytes. + + + + Fills texture pixels with raw preformatted data. + + Raw data array to initialize texture pixels with. + Size of data in bytes. + + + + Packs multiple Textures into a texture atlas. + + Array of textures to pack into the atlas. + Padding in pixels between the packed textures. + Maximum size of the resulting texture. + Should the texture be marked as no longer readable? + + An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails. + + + + + Reads the pixels from the current render target (the screen, or a RenderTexture), and writes them to the texture. + + The region of the render target to read from. + The horizontal pixel position in the texture to write the pixels to. + The vertical pixel position in the texture to write the pixels to. + If this parameter is true, Unity automatically recalculates the mipmaps for the texture after writing the pixel data. Otherwise, Unity does not do this automatically. + + + + Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture. This action also clears the pixel data associated with the texture from the CPU and GPU. +This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one. +It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See for more information about compressed and crunched textures. +Call Apply to upload the changed pixels to the graphics card. +Texture.isReadable must be true. + + New width of the Texture. + New height of the Texture. + New format of the Texture. + Indicates if the Texture should reserve memory for a full mip map chain. + + Returns true if the reinitialization was a success. + + + + + Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture. This action also clears the pixel data associated with the texture from the CPU and GPU. +This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one. +It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See for more information about compressed and crunched textures. +Call Apply to upload the changed pixels to the graphics card. +Texture.isReadable must be true. + + New width of the Texture. + New height of the Texture. + New format of the Texture. + Indicates if the Texture should reserve memory for a full mip map chain. + + Returns true if the reinitialization was a success. + + + + + Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture. This action also clears the pixel data associated with the texture from the CPU and GPU. +This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one. +It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See for more information about compressed and crunched textures. +Call Apply to upload the changed pixels to the graphics card. +Texture.isReadable must be true. + + New width of the Texture. + New height of the Texture. + New format of the Texture. + Indicates if the Texture should reserve memory for a full mip map chain. + + Returns true if the reinitialization was a success. + + + + + Resizes the texture. + + + + + + + + + Resizes the texture. + + + + + + + Sets pixel color at coordinates (x,y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to sample, must be in the range [0, mipCount[. + + + + Sets pixel color at coordinates (x,y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to sample, must be in the range [0, mipCount[. + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Set a block of pixel colors. + + The array of pixel colours to assign (a 2D image flattened to a 1D array). + The mip level of the texture to write to. + + + + Set a block of pixel colors. + + The mip level of the texture to write to. + + + + + + + + + Set a block of pixel colors. + + Pixel values to assign to the Texture. + Mip level of the Texture passed in pixel values. + + + + Set a block of pixel colors. + + Pixel values to assign to the Texture. + Mip level of the Texture passed in pixel values. + + + + Set a block of pixel colors. + + + + + + + + + + + Set a block of pixel colors. + + + + + + + + + + + Updates Unity texture to use different native texture object. + + Native 2D texture object. + + + + Class for handling 2D texture arrays. + + + + + Read Only. This property is used as a parameter in some overloads of the CommandBuffer.Blit, Graphics.Blit, CommandBuffer.SetRenderTarget, and Graphics.SetRenderTarget methods to indicate that all texture array slices are bound. The value of this property is -1. + + + + + Number of elements in a texture array (Read Only). + + + + + Texture format (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Format of the texture. + Should mipmaps be created? + Amount of mips to allocate for the texture array. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Format of the texture. + Should mipmaps be created? + Amount of mips to allocate for the texture array. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Format of the texture. + Should mipmaps be created? + Amount of mips to allocate for the texture array. + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + The array slice to reference. + + The view into the texture system memory data buffer. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given slice. The colors are represented by Color structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given slice. The colors are represented by Color structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data for a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data for a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Class for handling 3D Textures, Use this to create. + + + + + The depth of the texture (Read Only). + + + + + The format of the pixel data in the texture (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + Whether to discard the copy of pixel data in CPU-addressable memory after this operation. + + + + Creates Unity Texture out of externally created native texture object. + + Native 3D texture object. + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels + Format of underlying texture object. + Does the texture have mipmaps? + + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps. + External native texture pointer to use. Defaults to generating its own internal native texture. + Amount of mipmaps to allocate for the texture. + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps. + External native texture pointer to use. Defaults to generating its own internal native texture. + Amount of mipmaps to allocate for the texture. + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps. + External native texture pointer to use. Defaults to generating its own internal native texture. + Amount of mipmaps to allocate for the texture. + + + + Returns the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The mipmap level to be accessed. + + The color of the pixel. + + + + + Returns the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The mipmap level to be accessed. + + The color of the pixel. + + + + + Returns the filtered pixel color that represents one mip level of the 3D texture at normalized coordinates (u,v,w). + + U normalized coordinate to access a pixel. + V normalized coordinate to access a pixel. + W normalized coordinate to access a pixel. + The mipmap level to be accessed. + + The colors to return by bilinear filtering. + + + + + Returns the filtered pixel color that represents one mip level of the 3D texture at normalized coordinates (u,v,w). + + U normalized coordinate to access a pixel. + V normalized coordinate to access a pixel. + W normalized coordinate to access a pixel. + The mipmap level to be accessed. + + The colors to return by bilinear filtering. + + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + + View into the texture system memory data buffer. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Sets the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Updates Unity texture to use different native texture object. + + Native 3D texture object. + + + + Format used when creating textures from scripts. + + + + + Alpha-only texture format, 8 bit integer. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + A 16 bits/pixel texture format. Texture stores color with an alpha channel. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format. + + + + + Compressed one channel (R) texture format. + + + + + Compressed two-channel (RG) texture format. + + + + + HDR compressed color texture format. + + + + + High quality compressed color texture format. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + Compressed color texture format. + + + + + Compressed color texture format with Crunch compression for smaller storage sizes. + + + + + Compressed color with alpha channel texture format. + + + + + Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes. + + + + + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format. + + + + + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format. + + + + + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format. + + + + + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format. + + + + + ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC 4 bits/pixel compressed RGB texture format. + + + + + Compressed color texture format with Crunch compression for smaller storage sizes. + + + + + ETC 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format. + + + + + ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format. + + + + + ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format. + + + + + Compressed color with alpha channel texture format using Crunch compression for smaller storage sizes. + + + + + PowerVR (iOS) 2 bits/pixel compressed color texture format. + + + + + PowerVR (iOS) 4 bits/pixel compressed color texture format. + + + + + PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format. + + + + + PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format. + + + + + Single channel (R) texture format, 16 bit integer. + + + + + Single channel (R) texture format, 8 bit integer. + + + + + Scalar (R) texture format, 32 bit floating point. + + + + + Two color (RG) texture format, 8-bits per channel. + + + + + Two channel (RG) texture format, 16 bit integer per channel. + + + + + Color texture format, 8-bits per channel. + + + + + Three channel (RGB) texture format, 16 bit integer per channel. + + + + + A 16 bit color texture format. + + + + + RGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + Color and alpha texture format, 4 bit per channel. + + + + + Four channel (RGBA) texture format, 16 bit integer per channel. + + + + + RGB color and alpha texture format, 32-bit floats per channel. + + + + + RGB color and alpha texture format, 16 bit floating point per channel. + + + + + Two color (RG) texture format, 32 bit floating point per channel. + + + + + Two color (RG) texture format, 16 bit floating point per channel. + + + + + Scalar (R) texture format, 16 bit floating point. + + + + + A format that uses the YUV color space and is often used for video encoding or playback. + + + + + Wrap mode for textures. + + + + + Clamps the texture to the last pixel at the edge. + + + + + Tiles the texture, creating a repeating pattern by mirroring it at every integer boundary. + + + + + Mirrors the texture once, then clamps to edge pixels. + + + + + Tiles the texture, creating a repeating pattern. + + + + + Priority of a thread. + + + + + Below normal thread priority. + + + + + Highest thread priority. + + + + + Lowest thread priority. + + + + + Normal thread priority. + + + + + Provides an interface to get time information from Unity. + + + + + Slows your application’s playback time to allow Unity to save screenshots in between frames. + + + + + The reciprocal of Time.captureDeltaTime. + + + + + The interval in seconds from the last frame to the current one (Read Only). + + + + + The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed. + + + + + The time since the last MonoBehaviour.FixedUpdate started (Read Only). This is the time in seconds since the start of the game. + + + + + The double precision time since the last MonoBehaviour.FixedUpdate started (Read Only). This is the time in seconds since the start of the game. + + + + + The timeScale-independent interval in seconds from the last MonoBehaviour.FixedUpdate phase to the current one (Read Only). + + + + + The timeScale-independent time at the beginning of the last MonoBehaviour.FixedUpdate phase (Read Only). This is the time in seconds since the start of the game. + + + + + The double precision timeScale-independent time at the beginning of the last MonoBehaviour.FixedUpdate (Read Only). This is the time in seconds since the start of the game. + + + + + The total number of frames since the start of the game (Read Only). + + + + + Returns true if called inside a fixed time step callback (like MonoBehaviour's MonoBehaviour.FixedUpdate), otherwise returns false. + + + + + The maximum value of Time.deltaTime in any given frame. This is a time in seconds that limits the increase of Time.time between two frames. + + + + + The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates. + + + + + The real time in seconds since the game started (Read Only). + + + + + The real time in seconds since the game started (Read Only). Double precision version of Time.realtimeSinceStartup. + + + + + A smoothed out Time.deltaTime (Read Only). + + + + + The time at the beginning of this frame (Read Only). + + + + + The double precision time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. + + + + + The scale at which time passes. + + + + + The time since this frame started (Read Only). This is the time in seconds since the last non-additive scene has finished loading. + + + + + The double precision time since this frame started (Read Only). This is the time in seconds since the last non-additive scene has finished loading. + + + + + The timeScale-independent interval in seconds from the last frame to the current one (Read Only). + + + + + The timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game. + + + + + The double precision timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game. + + + + + Specify a tooltip for a field in the Inspector window. + + + + + The tooltip text. + + + + + Specify a tooltip for a field. + + The tooltip text. + + + + Interface for on-screen keyboards. Only native iPhone, Android, and Windows Store Apps are supported. + + + + + Is the keyboard visible or sliding into the position on the screen? + + + + + Returns portion of the screen which is covered by the keyboard. + + + + + Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only) + + + + + Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only) + + + + + How many characters the keyboard input field is limited to. 0 = infinite. + + + + + Specifies if input process was finished. (Read Only) + + + + + Will text input field above the keyboard be hidden when the keyboard is on screen? + + + + + Checks if the text within an input field can be selected and modified while TouchScreenKeyboard is open. + + + Returns true when you are able to select and modify the input field, returns false otherwise. + + + + + Is touch screen keyboard supported. + + + + + Gets or sets the character range of the selected text within the string currently being edited. + + + + + Returns the status of the on-screen keyboard. (Read Only) + + + + + Specified on which display the on-screen keyboard will appear. + + + + + Returns the text displayed by the input field of the keyboard. + + + + + Returns the TouchScreenKeyboardType of the keyboard. + + + + + Returns true whenever any keyboard is visible on the screen. + + + + + Specifies if input process was canceled. (Read Only) + + + + + Android specific on-screen keyboard settings. + + + + + Enable legacy on-screen keyboard hiding on Android. + + + + + Indicates whether the keyboard consumes screen touches outside the visible keyboard area. + + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + The status of the on-screen keyboard. + + + + + The on-screen keyboard was canceled. + + + + + The user has finished providing input. + + + + + The on-screen keyboard has lost focus. + + + + + The on-screen keyboard is visible. + + + + + Enumeration of the different types of supported touchscreen keyboards. + + + + + Keyboard with standard ASCII keys. + + + + + Keyboard with numbers and a decimal point. + + + + + The default keyboard layout of the target platform. + + + + + Keyboard with additional keys suitable for typing email addresses. + + + + + Keyboard with alphanumeric keys. + + + + + Keyboard for the Nintendo Network (Deprecated). + + + + + Keyboard with standard numeric keys. + + + + + Keyboard with numbers and punctuation mark keys. + + + + + Keyboard with standard numeric keys. + + + + + Keyboard with a layout suitable for typing telephone numbers. + + + + + Keyboard with the "." key beside the space key, suitable for typing search terms. + + + + + Keyboard with symbol keys often used on social media, such as Twitter. + + + + + Keyboard with keys for URL entry. + + + + + The trail renderer is used to make trails behind objects in the Scene as they move about. + + + + + Select whether the trail will face the camera, or the orientation of the Transform Component. + + + + + Does the GameObject of this Trail Renderer auto destruct? + + + + + Set the color gradient describing the color of the trail at various points along its length. + + + + + Creates trails when the GameObject moves. + + + + + Set the color at the end of the trail. + + + + + The width of the trail at the end of the trail. + + + + + Configures a trail to generate Normals and Tangents. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. + + + + + Set the minimum distance the trail can travel before a new vertex is added to it. + + + + + Set this to a value greater than 0, to get rounded corners on each end of the trail. + + + + + Set this to a value greater than 0, to get rounded corners between each segment of the trail. + + + + + Get the number of line segments in the trail. + + + + + Get the number of line segments in the trail. + + + + + Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment. + + + + + Set the color at the start of the trail. + + + + + The width of the trail at the spawning point. + + + + + Choose whether the U coordinate of the trail texture is tiled or stretched. + + + + + How long does the trail take to fade out. + + + + + Set the curve describing the width of the trail at various points along its length. + + + + + Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail. + + + + + Adds a position to the trail. + + The position to add to the trail. + + + + Add an array of positions to the trail. + + The positions to add to the trail. + + + + Add an array of positions to the trail. + + The positions to add to the trail. + + + + Add an array of positions to the trail. + + The positions to add to the trail. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Removes all points from the TrailRenderer. +Useful for restarting a trail from a new position. + + + + + Get the position of a vertex in the trail. + + The index of the position to retrieve. + + The position at the specified index in the array. + + + + + Get the positions of all vertices in the trail. + + The array of positions to retrieve. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the trail. + + The array of positions to retrieve. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the trail. + + The array of positions to retrieve. + + How many positions were actually stored in the output array. + + + + + Set the position of a vertex in the trail. + + Which position to set. + The new position. + + + + Sets the positions of all vertices in the trail. + + The array of positions to set. + + + + Sets the positions of all vertices in the trail. + + The array of positions to set. + + + + Sets the positions of all vertices in the trail. + + The array of positions to set. + + + + Position, rotation and scale of an object. + + + + + The number of children the parent Transform has. + + + + + The rotation as Euler angles in degrees. + + + + + Returns a normalized vector representing the blue axis of the transform in world space. + + + + + Has the transform changed since the last time the flag was set to 'false'? + + + + + The transform capacity of the transform's hierarchy data structure. + + + + + The number of transforms in the transform's hierarchy data structure. + + + + + The rotation as Euler angles in degrees relative to the parent transform's rotation. + + + + + Position of the transform relative to the parent transform. + + + + + The rotation of the transform relative to the transform rotation of the parent. + + + + + The scale of the transform relative to the GameObjects parent. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + The global scale of the object (Read Only). + + + + + The parent of the transform. + + + + + The world space position of the Transform. + + + + + The red axis of the transform in world space. + + + + + Returns the topmost transform in the hierarchy. + + + + + A Quaternion that stores the rotation of the Transform in world space. + + + + + The green axis of the transform in world space. + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Unparents all children. + + + + + Finds a child by name n and returns it. + + Name of child to be found. + + The found child transform. Null if child with matching name isn't found. + + + + + Returns a transform child by index. + + Index of the child transform to return. Must be smaller than Transform.childCount. + + Transform child by index. + + + + + Gets the sibling index. + + + + + Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. + + + + + + Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection. + + + + + + + + Transforms position from world space to local space. + + + + + + Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint. + + + + + + + + Transforms a vector from world space to local space. The opposite of Transform.TransformVector. + + + + + + Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector. + + + + + + + + Is this transform a child of parent? + + + + + + Rotates the transform so the forward vector points at target's current position. + + Object to point towards. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at target's current position. + + Object to point towards. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at worldPosition. + + Point to look at. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at worldPosition. + + Point to look at. + Vector specifying the upward direction. + + + + Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order). + + The rotation to apply in euler angles. + Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space. + + + + The implementation of this method applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + + Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space. + Degrees to rotate the GameObject around the X axis. + Degrees to rotate the GameObject around the Y axis. + Degrees to rotate the GameObject around the Z axis. + + + + Rotates the object around the given axis by the number of degrees defined by the given angle. + + The degrees of rotation to apply. + The axis to apply rotation to. + Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space. + + + + Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order). + + The rotation to apply in euler angles. + + + + The implementation of this method applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + + Degrees to rotate the GameObject around the X axis. + Degrees to rotate the GameObject around the Y axis. + Degrees to rotate the GameObject around the Z axis. + + + + Rotates the object around the given axis by the number of degrees defined by the given angle. + + The axis to apply rotation to. + The degrees of rotation to apply. + + + + Rotates the transform about axis passing through point in world coordinates by angle degrees. + + + + + + + + + + + + + + + Move the transform to the start of the local transform list. + + + + + Move the transform to the end of the local transform list. + + + + + Sets the position and rotation of the Transform component in local space (i.e. relative to its parent transform). + + + + + + + Set the parent of the transform. + + The parent Transform to use. + If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before. + + + + + Set the parent of the transform. + + The parent Transform to use. + If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before. + + + + + Sets the world space position and rotation of the Transform component. + + + + + + + Sets the sibling index. + + Index to set. + + + + Transforms direction from local space to world space. + + + + + + Transforms direction x, y, z from local space to world space. + + + + + + + + Transforms position from local space to world space. + + + + + + Transforms the position x, y, z from local space to world space. + + + + + + + + Transforms vector from local space to world space. + + + + + + Transforms vector x, y, z from local space to world space. + + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Transparent object sorting mode of a Camera. + + + + + Sort objects based on distance along a custom axis. + + + + + Default transparency sorting mode. + + + + + Orthographic transparency sorting mode. + + + + + Perspective transparency sorting mode. + + + + + Interface into tvOS specific functionality. + + + + + Advertising ID. + + + + + Is advertising tracking enabled. + + + + + The generation of the device. (Read Only) + + + + + iOS version. + + + + + Vendor ID. + + + + + Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations. + + + + + + Set file flag to be excluded from iCloud/iTunes backup. + + + + + + iOS device generation. + + + + + Apple TV HD. + + + + + First generation Apple TV 4K. + + + + + First generation Apple TV 4K. + + + + + Second generation Apple TV 4K. + + + + + Apple TV HD. + + + + + A class for Apple TV remote input configuration. + + + + + Configures how "Menu" button behaves on Apple TV Remote. If this property is set to true hitting "Menu" on Remote will exit to system home screen. When this property is false current application is responsible for handling "Menu" button. It is recommended to set this property to true on top level menus of your application. + + + + + Configures if Apple TV Remote should autorotate all the inputs when Remote is being held in horizontal orientation. Default is false. + + + + + Configures how touches are mapped to analog joystick axes in relative or absolute values. If set to true it will return +1 on Horizontal axis when very far right is being touched on Remote touch aread (and -1 when very left area is touched correspondingly). The same applies for Vertical axis too. When this property is set to false player should swipe instead of touching specific area of remote to generate Horizontal or Vertical input. + + + + + Disables Apple TV Remote touch propagation to Unity Input.touches API. Useful for 3rd party frameworks, which do not respect Touch.type == Indirect. +Default is false. + + + + + Provides a base class for 2D lights. + + + + + A collection of APIs that facilitate pixel perfect rendering of sprite-based renderers. + + + + + To achieve a pixel perfect render, Sprites must be displaced to discrete positions at render time. This value defines the minimum distance between these positions. This doesn’t affect the GameObject's transform position. + + + + + Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution. + + + + + Return true if this SpriteAtlas is a variant. + + + + + Get the total number of Sprite packed into this atlas. + + + + + Get the tag of this SpriteAtlas. + + + + + Return true if Sprite is packed into this SpriteAtlas. + + + + + + Clone the first Sprite in this atlas that matches the name packed in this atlas and return it. + + The name of the Sprite. + + + + Clone all the Sprite in this atlas and fill them into the supplied array. + + Array of Sprite that will be filled. + + The size of the returned array. + + + + + Clone all the Sprite matching the name in this atlas and fill them into the supplied array. + + Array of Sprite that will be filled. + The name of the Sprite. + + + + Manages SpriteAtlas during runtime. + + + + + Trigger when a SpriteAtlas is registered via invoking the callback in U2D.SpriteAtlasManager.atlasRequested. + + + + + + Trigger when any Sprite was bound to SpriteAtlas but couldn't locate the atlas asset during runtime. + + + + + + Stores a set of information that describes the bind pose of this Sprite. + + + + + Shows the color set for the bone in the Editor. + + + + + The Unique GUID of this bone. + + + + + The length of the bone. This is important for the leaf bones to describe their length without needing another bone as the terminal bone. + + + + + The name of the bone. This is useful when recreating bone hierarchy at editor or runtime. You can also use this as a way of resolving the bone path when a Sprite is bound to a more complex or richer hierarchy. + + + + + The ID of the parent of this bone. + + + + + The position in local space of this bone. + + + + + The rotation of this bone in local space. + + + + + A list of methods designed for reading and writing to the rich internal data of a Sprite. + + + + + Returns an array of BindPoses. + + The sprite to retrieve the bind pose from. + + A list of bind poses for this sprite. There is no need to dispose the returned NativeArray. + + + + + Returns a list of SpriteBone in this Sprite. + + The sprite to get the list of SpriteBone from. + + An array of SpriteBone that belongs to this Sprite. + + + + + Returns a list of indices. This is the same as Sprite.triangle. + + + + A read-only list of indices indicating how the triangles are formed between the vertices. The array is marked as undisposable. + + + + + Retrieves a strided accessor to the internal vertex attributes. + + + + + A read-only list of. + + + + + Returns the number of vertices in this Sprite. + + + + + + Checks if a specific channel exists for this Sprite. + + + + + True if the channel exists. + + + + + Sets the bind poses for this Sprite. + + The list of bind poses for this Sprite. The array must be disposed of by the caller. + + + + + Sets the SpriteBones for this Sprite. + + + + + + + Set the indices for this Sprite. This is the same as Sprite.triangle. + + The list of indices for this Sprite. The array must be disposed of by the caller. + + + + + Sets a specific channel of the VertexAttribute. + + The list of values for this specific VertexAttribute channel. The array must be disposed of by the caller. + + + + + + Sets the vertex count. This resizes the internal buffer. It also preserves any configurations of VertexAttributes. + + + + + + + A list of methods that allow the caller to override what the SpriteRenderer renders. + + + + + Stop using the deformable buffer to render the Sprite and use the original mesh instead. + + + + + + The BurstAuthorizedExternalMethod attribute lets you mark a function as being authorized for Burst to call from within a static constructor. + + + + + The BurstAuthorizedExternalMethod attribute lets you mark a function as being authorized for Burst to call from within a static constructor. + + + + + The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler. + + + + + The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler. + + + + + Used to specify allocation type for NativeArray. + + + + + Allocation associated with a DSPGraph audio kernel. + + + + + Invalid allocation. + + + + + No allocation. + + + + + Persistent allocation. + + + + + Temporary allocation. + + + + + Temporary job allocation. + + + + + DeallocateOnJobCompletionAttribute. + + + + + Enumeration of AtomicSafetyHandle errors. + + + + + Corresponds to an error triggered when the object protected by this AtomicSafetyHandle is accessed on the main thread after it is deallocated. + + + + + Corresponds to an error triggered when the object protected by this AtomicSafetyHandle is accessed by a worker thread after it is deallocated. + + + + + Corresponds to an error triggered when the object protected by this AtomicSafetyHandle is accessed by a worker thread before it is allocated. + + + + + AtomicSafetyHandle is used by the job system to provide validation and full safety. + + + + + Checks if the handle can be deallocated. Throws an exception if it has already been destroyed or a job is currently accessing the data. + + Safety handle. + + + + Checks if the handle is still valid and throws an exception if it is already destroyed. + + Safety handle. + + + + CheckGetSecondaryDataPointerAndThrow. + + Safety handle. + + + + Checks if the handle can be read from. Throws an exception if already destroyed or a job is currently writing to the data. + + Safety handle. + + + + Performs CheckWriteAndThrow and then bumps the secondary version. + + Safety handle. + + + + Checks if the handle can be written to. Throws an exception if already destroyed or a job is currently reading or writing to the data. + + Safety handle. + + + + Creates a new AtomicSafetyHandle that is valid until AtomicSafetyHandle.Release is called. + + + Safety handle. + + + + + Waits for all jobs running against this AtomicSafetyHandle to complete. + + Safety handle. + + Result. + + + + + Waits for all jobs running against this AtomicSafetyHandle to complete and then disables the read and write access on this atomic safety handle. + + Safety handle. + + Result. + + + + + Waits for all jobs running against this AtomicSafetyHandle to complete and then releases the atomic safety handle. + + Safety handle. + + Result. + + + + + Returns true if the AtomicSafetyHandle is configured to allow reading or writing. + + Safety handle. + + True if the AtomicSafetyHandle is configured to allow reading or writing, false otherwise. + + + + + Fetch the job handles of all jobs reading from the safety handle. + + The atomic safety handle to return readers for. + The maximum number of handles to be written to the output array. + A buffer where the job handles will be written. + + The actual number of readers on the handle, which can be greater than the maximum count provided. + + + + + Return the name of the specified reading job. + + Safety handle. + Index of the reader. + + The debug name of the reader. + + + + + Returns the safety handle which should be used for all temp memory allocations in this temp memory scope. All temp memory allocations share the same safety handle since they are automatically disposed of at the same time. + + + The safety handle for temp memory allocations in the current scope. + + + + + Returns a single shared handle, that can be shared by for example NativeSlice pointing to stack memory. + + + Safety handle. + + + + + Return the writer (if any) on an atomic safety handle. + + Safety handle. + + The job handle of the writer. + + + + + Return the debug name of the current writer on an atomic safety handle. + + Safety handle. + + Name of the writer, if any. + + + + + Checks if an AtomicSafetyHandle is the temp memory safety handle for the currently active temp memory scope. + + Safety handle. + + True if the safety handle is the temp memory handle for the current scope. + + + + + Allocates a new static safety ID, to store information for the provided type T. + + The name of the scripting type that owns this AtomicSafetyHandle, to be embedded in error messages involving the handle. This is expected to be a UTF8-encoded byte array, and is not required to be null-terminated. + The number of bytes in the ownerTypeNameBytes array, excluding the optional null terminator. + + + + Allocates a new static safety ID, to store information for the provided type T. + + + + + Marks the AtomicSafetyHandle so that it cannot be disposed of. + + Safety handle. + + + + Releases a previously created AtomicSafetyHandle. + + Safety handle. + + + + Lets you prevent read or write access on the atomic safety handle. + + Safety handle. + Use false to disallow read or write access, or true otherwise. + + + + Switches the AtomicSafetyHandle to the secondary version number. + + Safety handle. + Allow writing. + + + + Lets you bump the secondary version when scheduling a job that has write access to the atomic safety handle. + + Safety handle. + Use true to bump secondary version on schedule. + + + + Provide a custom error message for a specific job debugger error type, in cases where additional context can be provided. + + The static safety ID with which the provided custom error message should be associated. This ID must have been allocated with NewStaticSafetyId. Passing 0 is invalid; this is the default static safety ID, and its error messages can not be modified. + The class of error that should use the provided custom error message instead of the default job debugger error message. + The error message to use for the specified error type. This is expected to be a UTF8-encoded byte array, and is not required to be null-terminated. + The number of bytes in the messageBytes array, excluding the optional null terminator. + + + + Assigns the provided static safety ID to an AtomicSafetyHandle. The ID's owner type name and any custom error messages are used by the job debugger when reporting errors involving the target handle. + + The AtomicSafetyHandle to modify. + The static safety ID to associate with the provided handle. This ID must have been allocated with NewStaticSafetyId. + + + + Switches the AtomicSafetyHandle to the secondary version number. + + Safety handle. + + + + DisposeSentinel is used to automatically detect memory leaks. + + + + + Clears the DisposeSentinel. + + The DisposeSentinel to clear. + + + + Creates a new AtomicSafetyHandle and a new DisposeSentinel, to be used to track safety and leaks on some native data. + + The AtomicSafetyHandle that can be used to control access to the data related to the DisposeSentinel being created. + The new DisposeSentinel. + The stack depth where to extract the logging information from. + + + + Releases the AtomicSafetyHandle and clears the DisposeSentinel. + + The AtomicSafetyHandle returned when invoking Create. + The DisposeSentinel. + + + + EnforceJobResult. + + + + + AllJobsAlreadySynced. + + + + + DidSyncRunningJobs. + + + + + HandleWasAlreadyDeallocated. + + + + + NativeArray Unsafe Utility. + + + + + Converts an existing buffer to a NativeArray. + + Pointer to the preallocated data. + Number of elements. The length of the data in bytes will be computed automatically from this. + Allocation strategy to use. + + A new NativeArray, allocated with the given strategy and wrapping the provided data. + + + + + Returns the AtomicSafetyHandle that is used for safety control on the NativeArray. + + NativeArray. + + Safety handle. + + + + + Gets the pointer to the data owner by the NativeArray, without performing checks. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Gets the pointer to the memory buffer owner by the NativeArray, performing checks on whether the native array can be written to. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Gets a pointer to the memory buffer of the NativeArray or NativeArray.ReadOnly. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Gets a pointer to the memory buffer of the NativeArray or NativeArray.ReadOnly. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Sets a new AtomicSafetyHandle for the provided NativeArray. + + NativeArray. + Safety handle. + + + + Allows you to create your own custom native container. + + + + + NativeContainerIsAtomicWriteOnlyAttribute. + + + + + NativeContainerIsReadOnlyAttribute. + + + + + NativeContainerSupportsDeallocateOnJobCompletionAttribute. + + + + + NativeContainerSupportsDeferredConvertListToArray. + + + + + NativeContainerSupportsMinMaxWriteRestrictionAttribute. + + + + + By default native containers are tracked by the safety system to avoid race conditions. The safety system encapsulates the best practices and catches many race condition bugs from the start. + + + + + By default unsafe Pointers are not allowed to be used in a job since it is not possible for the Job Debugger to gurantee race condition free behaviour. This attribute lets you explicitly disable the restriction on a job. + + + + + When this attribute is applied to a field in a job struct, the managed reference to the class will be set to null on the copy of the job struct that is passed to the job. + + + + + This attribute can inject a worker thread index into an int on the job struct. This is usually used in the implementation of atomic containers. The index is guaranteed to be unique to any other job that might be running in parallel. + + + + + NativeSlice unsafe utility class. + + + + + ConvertExistingDataToNativeSlice. + + Memory pointer. + Number of elements. + + + + Get safety handle for native slice. + + NativeSlice. + + Safety handle. + + + + + Get NativeSlice memory buffer pointer. Checks whether the native array can be written to. + + NativeSlice. + + Memory pointer. + + + + + Get NativeSlice memory buffer pointer. Checks whether the native array can be read from. + + NativeSlice. + + Memory pointer. + + + + + Set safetly handle on NativeSlice. + + NativeSlice. + Safety handle. + + + + Unsafe utility class. + + + + + The memory address of the struct. + + Struct. + + Memory pointer. + + + + + Minimum alignment of a struct. + + + Memory pointer. + + + + + Gets a reference to the array element at its current location in memory. + + The pointer to beginning of array of struct to reference. + Index of element in array. + + A reference to a value of type T. + + + + + Reinterprets the reference as a reference of a different type. + + The reference to reinterpret. + + A reference to a value of type T. + + + + + Gets a reference to the struct at its current location in memory. + + The pointer of struct to reference. + + A reference to a value of type T. + + + + + Any memory allocated before this call, that hasn't already been freed, is assumed to have leaked. Prints a list of leaks. + + + The number of leaks found. + + + + + Assigns an Object reference to a struct or pinned class. See Also: UnsafeUtility.PinGCObjectAndGetAddress. + + + + + + + Copies sizeof(T) bytes from ptr to output. + + Memory pointer. + Struct. + + + + Copies sizeof(T) bytes from input to ptr. + + Memory pointer. + Struct. + + + + Determines whether the specified enums are equal without boxing. + + The first enum to compare. + The second enum to compare. + + True if equal, otherwise false. + + + + + Return integer representation of enum value without boxing. + + Enum value to convert. + + Returns the integer representation of the enum value. + + + + + Tells the leak checking system to ignore any memory allocations made up to that point - if they leak, they are forgiven. + + + The number of leaks forgiven. + + + + + Free memory. + + Memory pointer. + Allocator. + + + + Free memory with leak tracking. + + Memory pointer. + Allocator. + + + + Returns the offset of the field relative struct or class it is contained in. + + + + + + Get whether leak detection is 1=disabled, 2=enabled, or 3=enabled with callstacks. + + + The mode of leak detection. + + + + + Returns whether the struct is blittable. + + The System.Type of a struct. + + True if struct is blittable, otherwise false. + + + + + Returns whether the struct is blittable. + + The System.Type of a struct. + + True if struct is blittable, otherwise false. + + + + + Returns whether the struct or type is unmanaged. An unmanaged type contains no managed fields, and can be freely copied in memory. + + The System.Type of a struct. + + True if struct is unmanaged, otherwise false. + + + + + Returns whether the struct or type is unmanaged. An unmanaged type contains no managed fields, and can be freely copied in memory. + + The System.Type of a struct. + + True if struct is unmanaged, otherwise false. + + + + + Returns true if the allocator label is valid and can be used to allocate or deallocate memory. + + + + + + Returns whether the type is acceptable as an element type in native containers. + + The System.Type to check. + + True if type is acceptable as a native container element. + + + + + Returns whether the type is acceptable as an element type in native containers. + + The System.Type to check. + + True if type is acceptable as a native container element. + + + + + Allocate memory. + + Size. + Alignment. + Allocator. + + Memory pointer. + + + + + Allocate memory with leak tracking. + + Size. + Alignment. + Allocator. + Callstacks to skip. + + Memory pointer. + + + + + Clear memory. + + Memory pointer. + Size. + + + + Checks to see whether two memory regions are identical or not by comparing a specified memory region in the first given memory buffer with the same region in the second given memory buffer. + + Pointer to the first memory buffer. + Pointer to the second memory buffer to compare the first one to. + Number of bytes to compare. + + 0 if the contents are identical, non-zero otherwise. + + + + + Copy memory. + + Destination memory pointer. + Source memory pointer. + Size. + + + + Copy memory and replicate. + + Destination memory pointer. + Source memory pointer. + Size. + Count. + + + + Similar to UnsafeUtility.MemCpy but can skip bytes via desinationStride and sourceStride. + + + + + + + + + + + Move memory. + + Destination memory pointer. + Source memory pointer. + Size. + + + + Set memory to specified value. + + Destination memory pointer. + Value to be set. + Size. + + + + Keeps a strong GC reference to the object and pins it. The object is guranteed to not move its memory location in a moving GC. Returns the address of the first element of the array. + +See Also: UnsafeUtility.ReleaseGCObject. + + + + + Keeps a strong GC reference to the object and pins it. The object is guranteed to not move its memory location in a moving GC. Returns the address of the memory location of the object. + +See Also: UnsafeUtility.ReleaseGCObject. + + + + + + + Read array element. + + Memory pointer. + Array index. + + Array Element. + + + + + Read array element with stride. + + Memory pointer. + Array index. + Stride. + + Array element. + + + + + Releases a GC Object Handle, previously aquired by UnsafeUtility.PinGCObjectAndGetAddress. + + + + + + Sets whether leak detection is 1=disabled, 2=enabled, or 3=enabled with callstacks. + + The mode of leak detection. + + + + Size of struct. + + + Size of struct. + + + + + Write array element. + + Memory pointer. + Array index. + Value to write. + + + + Write array element with stride. + + Memory pointer. + Array index. + Stride. + Value to write. + + + + Used in conjunction with the ReadOnlyAttribute, WriteAccessRequiredAttribute lets you specify which struct method and property require write access to be invoked. + + + + + A NativeArray exposes a buffer of native memory to managed code, making it possible to share data between managed and native without marshalling costs. + + + + + Cast NativeArray to read-only array. + + + Read-only array. + + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copy all the elements from another NativeArray or managed array of the same length. + + Source array. + + + + Copy all the elements from another NativeArray or managed array of the same length. + + Source array. + + + + Copy all elements to another NativeArray or managed array of the same length. + + Destination array. + + + + Copy all elements to another NativeArray or managed array of the same length. + + Destination array. + + + + Creates a new NativeArray from an existing array of elements. + + An array to copy the data from. + The allocation strategy used for the data. + + + + Creates a new NativeArray from an existing NativeArray. + + NativeArray to copy the data from. + The allocation strategy used for the data. + + + + Creates a new NativeArray allocating enough memory to fit the provided amount of elements. + + Number of elements to be allocated. + The allocation strategy used for the data. + Options to control the behaviour of the NativeArray. + + + + Disposes the NativeArray. + + + + + Compares to NativeArray. + + NativeArray to compare against. + + True in case the two NativeArray are the same, false otherwise. + + + + + Compares to NativeArray. + + Object to compare against. + + True in case the two NativeArray are the same, false otherwise. + + + + + Get enumerator. + + + Enumerator. + + + + + Returns a hash code for the current instance. + + + Hash code. + + + + + Return a view into the array starting at the specified index. + + The start index of the sub array. + The length of the sub array. + + A view into the array that aliases the original array. Cannot be disposed. + + + + + Indicates that the NativeArray has an allocated memory buffer. + + + + + Number of elements in the NativeArray. + + + + + NativeArray interface constrained to read-only operation. + + + + + Copy all elements to a NativeArray or managed array of the same length. + + The destination array to copy to. + + + + Copy all elements to a NativeArray or managed array of the same length. + + The destination array to copy to. + + + + Get enumerator. + + + Enumerator. + + + + + Indicates that the NativeArray.ReadOnly has an allocated memory buffer. + + + + + Number of elements in the NativeArray.ReadOnly. + + + + + Reinterpret the array as having a different data type (type punning). + + + An alias of the same array, but reinterpreted as the target type. + + + + + Read-only access to NativeArray.ReadOnly elements by index. + + + + + Convert the data in this NativeArray.ReadOnly to a managed array. + + + A new managed array with the same contents as this array. + + + + + Reinterpret the array as having a different data type (type punning). + + The expected size (in bytes, as given by sizeof) of the current element type of the array. + + An alias of the same array, but reinterpreted as the target type. + + + + + Reinterpret the array as having a different data type (type punning). + + The expected size (in bytes, as given by sizeof) of the current element type of the array. + + An alias of the same array, but reinterpreted as the target type. + + + + + Reinterpret and load data starting at underlying index as a different type. + + Index in underlying array where the load should start. + + The loaded data. + + + + + Reinterpret and store data starting at underlying index as a different type. + + Index in the underlying array where the data is to be stored. + The data to store. + + + + Access NativeArray elements by index. Notice that structs are returned by value and not by reference. + + + + + Convert NativeArray to array. + + + Array. + + + + + NativeArrayOptions lets you control if memory should be cleared on allocation or left uninitialized. + + + + + Clear NativeArray memory on allocation. + + + + + Uninitialized memory can improve performance, but results in the contents of the array elements being undefined. +In performance sensitive code it can make sense to use NativeArrayOptions.Uninitialized, if you are writing to the entire array right after creating it without reading any of the elements first. + + + + + + NativeDisableParallelForRestrictionAttribute. + + + + + The container has from start a size that will never change. + + + + + The specified number of elements will never change. + + The fixed number of elements in the container. + + + + The fixed number of elements in the container. + + + + + Static class for native leak detection settings. + + + + + Set whether native memory leak detection should be enabled or disabled. + + + + + Native leak memory leak detection mode enum. + + + + + Indicates that native memory leak detection is disabled. + + + + + Indicates that native memory leak detection is enabled. It is lightweight and will not collect any stacktraces. + + + + + Indicates that native memory leak detection is enabled with full stack trace extraction & logging. + + + + + Native Slice. + + + + + Copy all the elements from a NativeSlice or managed array of the same length. + + NativeSlice. + Array. + + + + Copy all the elements from a NativeSlice or managed array of the same length. + + NativeSlice. + Array. + + + + Copy all the elements of the slice to a NativeArray or managed array of the same length. + + Array. + + + + Copy all the elements of the slice to a NativeArray or managed array of the same length. + + Array. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + GetEnumerator. + + + Enumerator. + + + + + Implicit operator for creating a NativeSlice from a NativeArray. + + NativeArray. + + + + Number of elements in the slice. + + + + + SliceConvert. + + + NativeSlice. + + + + + SliceWithStride. + + Stride offset. + Field name whos offset should be used as stride. + + NativeSlice. + + + + + SliceWithStride. + + Stride offset. + Field name whos offset should be used as stride. + + NativeSlice. + + + + + SliceWithStride. + + Stride offset. + Field name whos offset should be used as stride. + + NativeSlice. + + + + + Returns stride set for Slice. + + + + + Access NativeSlice elements by index. Notice that structs are returned by value and not by reference. + + + + + Convert NativeSlice to array. + + + Array. + + + + + The ReadOnly attribute lets you mark a member of a struct used in a job as read-only. + + + + + The ReadOnly attribute lets you mark a member of a struct used in a job as read-only. + + + + + The WriteOnly attribute lets you mark a member of a struct used in a job as write-only. + + + + + Subsystem tags for the read request, describing broad asset type or subsystem that triggered the read request. + + + + + The read request originated from an audio subsystem. + + + + + The read request originated in a Unity.Entities scene loading subsystem. + + + + + The read request originated in a Unity.Entities.Serialization binary reader subsystem. + + + + + A request for file information. + + + + + The read request originated in mesh loading. + + + + + The subsystem where the read request originated is unknown. + + + + + The read request originated in scripts. + + + + + The read request originated in texture loading. + + + + + The read request originated in Virtual Texturing. + + + + + With the AsyncReadManager, you can perform asynchronous I/O operations through Unity's virtual file system. You can perform these operations on any thread or job. + + + + + Closes a file held open internally by the AsyncReadManager. + + The path to the file to close. + (Optional) A JobHandle to wait on before performing the close. + + A JobHandle that completes when the asynchronous close operation finishes. + + + + + Gets information about a file. + + The name of the file to query. + A struct that this function fills in with information about the file upon completion of this asynchronous request. + + A read handle that you can use to monitor the progress and status of this GetFileInfo command. + + + + + Opens the file asynchronously. + + The path to the file to be opened. + + The FileHandle of the file being opened. Use the FileHandle to check the status of the open operation, to read the file, and to close the file when done. + + + + + Issues an asynchronous file read operation. Returns a ReadHandle. + + The filename to read from. + A pointer to an array of ReadCommand structs that specify offset, size, and destination buffer. + The number of read commands pointed to by readCmds. + (Optional) The name of the object being read, for metrics purposes. + (Optional) The of the object being read, for metrics purposes. + (Optional) The AssetLoadingSubsystem|Subsystem tag for the read operation, for metrics purposes. + + Used to monitor the progress and status of the read command. + + + + + Queues a set of read operations for a file opened with OpenFileAsync. + + The FileHandle to be read from, opened by AsyncReadManager.OpenFileAsync. + A struct containing the read commands to queue. + + A ReadHandle object you can use to check the status and monitor the progress of the read operations. + + + + + Queues a set of read operations for a file once the specified Jobs have completed. + + The FileHandle to be read from, opened by AsyncReadManager.OpenFileAsync. + A pointer to a struct containing the read commands to queue. + The dependency that will trigger the read to begin. + + A ReadHandle object you can to use to check the status and monitor the progress of the read operations. + + + + + Manages the recording and retrieval of metrics from the AsyncReadManager. + + + + + Clears the metrics for all completed requests, including failed and canceled requests. + + + + + Flags controlling the behaviour of AsyncReadManagerMetrics.GetMetrics and AsyncReadManagerMetrics.GetCurrentSummaryMetrics. + + + + + Clear metrics for completed read requests after returning. + + + + + Pass no flags. + + + + + Gets a summary of the metrics collected for AsyncReadManager read operations since you started data collection or last cleared the metrics data. + + Flags to control the behavior, including clearing the underlying completed metrics after reading. + + A summary of the current metrics data. + + + + + Gets a filtered summary of the metrics collected for AsyncReadManager read operations since you started data collection or last cleared the metrics data. + + The filters to apply to the metrics before calculating the summary. + Flags to control the behavior, including clearing the underlying completed metrics after reading. + + A summary of the current metric data, filtered by the specified metricsFilters. + + + + + Returns the current AsyncReadManager metrics. + + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + Array of AsyncReadManagerRequestMetric|read request metrics currently stored in the AsyncReadManager, which can be filtered by passing AsyncReadManagerMetricsFilters. + + + + + Returns the current AsyncReadManager metrics. + + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + Array of AsyncReadManagerRequestMetric|read request metrics currently stored in the AsyncReadManager, which can be filtered by passing AsyncReadManagerMetricsFilters. + + + + + Writes the current AsyncReadManager metrics into the given List. + + The pre-allocated list to store the metrics in. + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + + + Writes the current AsyncReadManager metrics into the given List. + + The pre-allocated list to store the metrics in. + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + + + Summarizes an array containing AsyncReadManagerRequestMetric records. + + Array of previously collected AsyncReadManagerRequestMetrics. + + Calculated summary of the given metrics. + + + + + Summarizes an array containing AsyncReadManagerRequestMetric records. + + Array of previously collected AsyncReadManagerRequestMetrics. + + Calculated summary of the given metrics. + + + + + Summarizes AsyncReadManagerRequestMetric records that match the specified filter. + + List of previously collected AsyncReadManagerRequestMetrics. + AsyncReadManagerMetricsFilters|Filters to apply to the data used in calculating the summary. + + Calculated summary of given metrics that match the filters. + + + + + Summarizes AsyncReadManagerRequestMetric records that match the specified filter. + + List of previously collected AsyncReadManagerRequestMetrics. + AsyncReadManagerMetricsFilters|Filters to apply to the data used in calculating the summary. + + Calculated summary of given metrics that match the filters. + + + + + Returns the amount of data (in bytes) read through systems other than the AsyncReadManager. + + Set to true to reset the underlying data counter to zero after calling this function. Set to false if you want each call to this function to return the running, cumulative total. + + Number of bytes of data read through systems other than the AsyncReadManager since you started metrics collection or you cleared this data counter by setting emptyAfterRead to true. + + + + + Reports whether the metrics system for the AsyncReadManager is currently recording data. + + + True, if the metrics system of the AsyncReadManager is currently recording data; false, otherwise. + + + + + Begin recording metrics data for AsyncReadManager read operations. + + + + + Stop recording metrics data for AsyncReadManager read operations. + + + + + Defines a filter for selecting specific categories of data when summarizing AsyncReadManager metrics. + + + + + Clears all the filters on an existing AsyncReadManagerMetricsFilters instance. + + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Remove the Priority filters from an existing SummaryMetricsFilters instance. + + + + + Remove the ReadType filters from an existing SummaryMetricsFilters instance. + + + + + Remove the State filters from an existing SummaryMetricsFilters instance. + + + + + Remove the Subsystem filters from an existing SummaryMetricsFilters instance. + + + + + Remove the TypeID filters from an existing SummaryMetricsFilters instance. + + + + + Set Priority filters on an existing SummaryMetricsFilters instance. + + Priority level to filter by. Summary will include reads that had this priority level only. + Array of priority levels to filter by. Summary will include reads that have any of these priority levels. + + + + Set Priority filters on an existing SummaryMetricsFilters instance. + + Priority level to filter by. Summary will include reads that had this priority level only. + Array of priority levels to filter by. Summary will include reads that have any of these priority levels. + + + + Set FileReadType filters on an existing SummaryMetricsFilters instance. + + FileReadType to filter by. Summary will include reads that had this read type only. + Array of FileReadType|FileReadTypes to filter by. Summary will include reads that have any of these read types. + + + + Set FileReadType filters on an existing SummaryMetricsFilters instance. + + FileReadType to filter by. Summary will include reads that had this read type only. + Array of FileReadType|FileReadTypes to filter by. Summary will include reads that have any of these read types. + + + + Set ProcessingState filters on an existing SummaryMetricsFilters instance. + + ProcessingState to filter by. Summary will include reads that have this state only. + Array of ProcessingState|ProcessingStates to filter by. Summary will include reads that have any of these states. + + + + Set ProcessingState filters on an existing SummaryMetricsFilters instance. + + ProcessingState to filter by. Summary will include reads that have this state only. + Array of ProcessingState|ProcessingStates to filter by. Summary will include reads that have any of these states. + + + + Set AssetLoadingSubsystem filters on an existing SummaryMetricsFilters instance. + + AssetLoadingSubsystem to filter by. Summary will include reads that have this subsystem tag only. + Array of AssetLoadingSubsystem|AssetLoadingSubsystems to filter by. Summary will include reads that have any of these subsystem tags. + + + + Set AssetLoadingSubsystem filters on an existing SummaryMetricsFilters instance. + + AssetLoadingSubsystem to filter by. Summary will include reads that have this subsystem tag only. + Array of AssetLoadingSubsystem|AssetLoadingSubsystems to filter by. Summary will include reads that have any of these subsystem tags. + + + + Set TypeID filters on an existing SummaryMetricsFilters instance. + + to filter by. Summary will include reads that have this type ID only. + Array of to filter by. Summary will include reads that have any of these Type IDs. + + + + Set TypeID filters on an existing SummaryMetricsFilters instance. + + to filter by. Summary will include reads that have this type ID only. + Array of to filter by. Summary will include reads that have any of these Type IDs. + + + + Metrics for an individual read request. + + + + + The name of the asset being read. + + + + + The of the asset being read in the read request. + + + + + The number of batch read commands contained in the read request. + + + + + Total number of bytes of the read request read so far. + + + + + The filename the read request is reading from. + + + + + Returns whether this read request contained batch read commands. + + + + + The offset of the read request from the start of the file, in bytes. + + + + + The Priority|priority level of the read request. + + + + + The FileReadType|read type (sync or async) of the read request. + + + + + The time at which the read request was made, in microseconds elapsed since application startup. + + + + + The size of the read request, in bytes. + + + + + The ProcessingState|state of the read request at the time of retrieving the metrics. + + + + + The AssetLoadingSubsystem|Subsystem tag assigned to the read operation. + + + + + The amount of time the read request waited in the AsyncReadManager queue, in microseconds. + + + + + The total time in microseconds from the read request being added until its completion, or the time of metrics retrieval, depending whether the read has completed or not. + + + + + A summary of the metrics collected for AsyncReadManager read operations. + + + + + The mean rate of reading of data (bandwidth), in Mbps, for read request metrics included in the summary calculation. + + + + + The mean size of data read, in bytes, for read request metrics included in the summary calculation. + + + + + The mean time taken for reading (excluding queue time), in microseconds, for read request metrics included in the summary calculation. + + + + + The mean rate of request throughput, in Mbps, for read request metrics included in the summary calculation. + + + + + The mean time taken from request to completion, in microseconds, for completed read request metrics included in the summary calculation. + + + + + The mean time taken from request to the start of reading, in microseconds, for read request metrics included in the summary calculation. + + + + + The for the longest read included in the summary calculation. + + + + + The Subsystem tag for the longest read included in the summary calculation. + + + + + The longest read time (not including time in queue) included in the summary calculation in microseconds. + + + + + The for the longest wait time included in the summary calculation. + + + + + The Subsystem tag for the longest wait time included in the summary calculation. + + + + + The longest time spent waiting of metrics included in the summary calculation, in microseconds. + + + + + The total number of Async reads in the metrics included in the summary calculation. + + + + + The total number of cached reads (so read time was zero) in the metrics included in the summary calculation. + + + + + The total number of canceled requests in the metrics included in the summary calculation. + + + + + The total number of completed requests in the metrics included in the summary calculation. + + + + + The total number of failed requests in the metrics included in the summary calculation. + + + + + The total number of in progress requests in the metrics included in the summary calculation. + + + + + The total number of Sync reads in the metrics included in the summary calculation. + + + + + The total number of waiting requests in the metrics included in the summary calculation. + + + + + The total number of bytes read in the metrics included in the summary calculation. + + + + + The total number of read requests included in the summary calculation. + + + + + A handle to an asynchronously opened file. + + + + + Asynchronously closes the file referenced by this FileHandle and disposes the FileHandle instance. + + (Optional) The JobHandle to wait on before closing the file. + + The JobHandle for the asynchronous close operation. You can use this JobHandle as a dependency when scheduling other jobs that must not run before the close operation is finished. + + + + + Reports whether this FileHandle instance is valid. + + + True, if this FileHandle represents an open file; otherwise, false. + + + + + The JobHandle of the asynchronous file open operation begun by the call to AsyncReadManager.OpenFileAsync that returned this FileHandle instance. + + + + + The current status of this FileHandle. + + + + + The results of an asynchronous AsyncReadManager.GetFileInfo call. + + + + + Indicates the size of the file in bytes. + + + + + Indicates whether the file exists or not. + + + + + The type of FileReadType|file read requested from the AsyncReadManager. + + + + + Async Read Request. + + + + + Sync Read Request. + + + + + Defines the possible existential states of a file. + + + + + The file does not exist. + + + + + The file exists. + + + + + The possible statuses of a FileHandle. + + + + + The file has been closed. + + + + + The file is open for reading. + + + + + The request to open this file has failed. You must still dispose of the FileHandle using FileHandle.Close. + + + + + The asynchronous operation to open the file is still in progress. + + + + + The priority level attached to the AsyncReadManager read request. + + + + + High priority request. + + + + + Low priority request. + + + + + The state of the read request at the time of retrieval of AsyncReadManagerMetrics. + + + + + The read was canceled before completion. + + + + + The read request had fully completed. + + + + + The read request had failed before completion. + + + + + The read request was waiting in the queue to be read. + + + + + The read request was in the process of being read. + + + + + The read request status was unknown. + + + + + Describes the offset, size, and destination buffer of a single read operation. + + + + + The buffer that receives the read data. + + + + + The offset where the read begins, within the file. + + + + + The size of the read in bytes. + + + + + An array of ReadCommand instances to pass to AsyncReadManager.Read and AsyncReadManager.ReadDeferred. + + + + + The number of individual entries in the array of ReadCommands pointed to by ReadCommands. + + + + + Pointer to a NativeArray of ReadCommands. + + + + + You can use this handle to query the status of an asynchronous read operation. Note: To avoid a memory leak, you must call Dispose. + + + + + Cancels the AsyncReadManager.Read operation on this handle. + + + + + Disposes the ReadHandle. Use this to free up internal resources for reuse. + + + + + Returns the total number of bytes read by all the ReadCommand operations the asynchronous file read request. + + + The total number of bytes read by the asynchronous file read request. + + + + + Returns the total number of bytes read for a specific ReadCommand index. + + The index of the ReadCommand for which to retrieve the number of bytes read. + + The number of bytes read for the specified ReadCommand. + + + + + Returns an array containing the number of bytes read by the ReadCommand operations during the asynchronous file read request, where each index corresponds to the ReadCommand index. + + + An unsafe pointer to the array storing the number of bytes read for each ReadCommand in the request. + + + + + Check if the ReadHandle is valid. + + + True if the ReadHandle is valid. + + + + + JobHandle that completes when the read operation completes. + + + + + The number of read commands performed for this read operation. Will return zero until the reads have begun. + + + + + Current state of the read operation. + + + + + The state of an asynchronous file request. + + + + + The asynchronous file request was canceled before the read operations were completed. + + + + + The asynchronous file request completed successfully and all read operations within it were completed in full. + + + + + One or more of the asynchronous file request's read operations have failed. + + + + + The asynchronous file request is in progress. + + + + + The asynchronous file request has completed but one or more of the read operations were truncated. + + + + + Class that provides access to some of the Unity low level virtual file system APIs. + + + + + This method looks up the virtual file entry specified, and returns the details of that file within the file on the local filesystem. + + Virtual file entry to find. + Out parameter containing the file on the local filesystem. + Out parameter containing the offset inside of file on the local filesystem. + Out parameter containing the size inside of file on the local filesystem. + + Details were successfully found. + + + + + Use IJob to schedule a single job that runs in parallel to other jobs and the main thread. + + + + + Implement this method to perform work on a worker thread. + + + + + Extension methods for Jobs using the IJob interface. + + + + + Perform the job's Execute method immediately on the same thread. + + The job and data to Run. + + + + Schedule the job for execution on a worker thread. + + The job and data to schedule. + Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + For jobs allow you to perform the same independent operation for each element of a native container or for a fixed number of iterations. +This Job type gives you the most flexibility over how you want your job scheduled. + + + + + Implement this method to perform work against a specific iteration index. + + The index of the for loop at which to perform work. + + + + Extension methods for Jobs using the IJobFor. + + + + + Perform the job's Execute method immediately on the main thread. + + The job and data to Run. + The number of iterations the for loop will execute. + + + + Schedule the job for execution on a single worker thread. + + The job and data to Schedule. + The number of iterations the for loop will execute. + Dependencies are used to ensure that a job executes on worker threads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Schedule the job for concurrent execution on a number of worker threads. + + The job and data to Schedule. + The number of iterations the for loop will execute. + Granularity in which workstealing is performed. A value of 32, means the job queue will steal 32 iterations and then perform them in an efficient inner loop. + Dependencies are used to ensure that a job executes on worker threads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Parallel-for jobs allow you to perform the same independent operation for each element of a native container or for a fixed number of iterations. + + + + + Implement this method to perform work against a specific iteration index. + + The index of the Parallel for loop at which to perform work. + + + + Extension methods for Jobs using the IJobParallelFor. + + + + + Perform the job's Execute method immediately on the same thread. + + The job and data to Run. + The number of iterations the for loop will execute. + + + + Schedule the job for execution on a worker thread. + + The job and data to Schedule. + The number of iterations the for loop will execute. + Granularity in which workstealing is performed. A value of 32, means the job queue will steal 32 iterations and then perform them in an efficient inner loop. + Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + JobHandle. + + + + + CheckFenceIsDependencyOrDidSyncFence. + + Job handle. + Job handle dependency. + + Return value. + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Ensures that the job has completed. + + + + + Ensures that all jobs have completed. + + + + + + + + + Ensures that all jobs have completed. + + + + + + + + + Ensures that all jobs have completed. + + + + + + + + + Returns false if the task is currently running. Returns true if the task has completed. + + + + + By default jobs are only put on a local queue when using Job Schedule functions, this actually makes them available to the worker threads to execute them. + + + + + Struct used to implement batch query jobs. + + + + + Create BatchQueryJob. + + NativeArray containing the commands to execute during a batch. The job executing the query will only read from the array, not write to it. + NativeArray which can contain the results from the commands. The job executing the query will write to the array. + + + + Struct used to schedule batch query jobs. + + + + + Initializes a BatchQueryJobStruct and returns a pointer to an internal structure (System.IntPtr) which should be passed to JobsUtility.JobScheduleParameters. + + + + + JobHandle Unsafe Utilities. + + + + + Combines multiple dependencies into a single one using an unsafe array of job handles. +See Also: JobHandle.CombineDependencies. + + + + + + + All job interface types must be marked with the JobProducerType. This is used to compile the Execute method by the Burst ASM inspector. + + + + + + + The type containing a static method named "Execute" method which is the method invokes by the job system. + + + + ProducerType is the type containing a static method named "Execute" method which is the method invokes by the job system. + + + + + Struct containing information about a range the job is allowed to work on. + + + + + Total iteration count. + + + + + Static class containing functionality to create, run and debug jobs. + + + + + Size of a cache line. + + + + + Creates job reflection data. + + + + + + + + + Returns pointer to internal JobReflectionData. + + + + + Creates job reflection data. + + + + + + + + + Returns pointer to internal JobReflectionData. + + + + + Returns the begin index and end index of the range. + + + + + + + + + Returns the work stealing range. + + + + + + + Returns true if successful. + + + + + Returns true if we this is called from inside of a C# job. + + + + + When disabled, forces jobs that have already been compiled with burst to run in mono instead. For example if you want to debug the C# jobs or just want to compare behaviour or performance. + + + + + Enables and disables the job debugger at runtime. Note that currently the job debugger is only supported in the Editor. Thus this only has effect in the editor. + + + + + Struct containing job parameters for scheduling. + + + + + Constructor. + + + + + + + + + A JobHandle to any dependency this job would have. + + + + + Pointer to the job data. + + + + + Pointer to the reflection data. + + + + + ScheduleMode option. + + + + + Current number of worker threads available to the Unity JobQueue. + + + + + Maximum number of worker threads available to the Unity JobQueue (Read Only). + + + + + Maximum job thread count. + + + + + Injects debug checks for min and max ranges of native array. + + + + + Reset JobWorkerCount to the Unity adjusted value. + + + + + Schedule a single IJob. + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule a IJobParallelFor job. + + + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule a IJobParallelFor job. + + + + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule an IJobParallelForTransform job. + + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule an IJobParallelForTransform job with read-only access to the transform data. This method provides better parallelization because it can read all transforms in parallel instead of just parallelizing across transforms in different hierarchies. + + + + + + Returns a JobHandle to the newly created Job. + + + + + Determines what the job is used for (ParallelFor or a single job). + + + + + A parallel for job. + + + + + A single job. + + + + + ScheduleMode options for scheduling a manage job. + + + + + Schedule job as batched (ScheduleMode.Batched is the same as ScheduleMode.Parallel; this enumeration value is retained to support legacy code) + + + + + Schedule job to run on multiple worker threads if possible. Jobs that cannot run concurrently will run on one thread only. + + + + + Run job immediately on calling thread. + + + + + Schedule job to run on a single worker thread. + + + + + Profiler marker usage flags. + + + + + Specifies that marker is present only in the Editor. + + + + + Specifies that marker is present in non-development Players. + + + + + Marker represents a counter. + + + + + Default value for markers created in native code. + + + + + Specifies that marker is capable of capturing GPU timings. + + + + + Marker is created by scripting code. + + + + + Specifies that marker is generated by deep profiling. + + + + + Specifies that marker is generated by invocation of scripting method from native code. + + + + + Specifies that marker highlights performance suboptimal behavior. + + + + + Options for the Profiler metadata type. + + + + + Signifies that ProfilerMarkerData.Ptr points to a raw byte array. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type double. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type float. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type int. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type long. + + + + + Signifies that ProfilerMarkerData.Ptr points to a char*. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type uint. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type ulong. + + + + + Provides information about Profiler category. + + + + + Profiler category color. + + + + + Profiler category flags. + + + + + Profiler category identifier. + + + + + Gets Profiler category name as string. + + + + + Profiler category name pointer. + + + + + Profiler category name length. + + + + + Describes Profiler metadata parameter that can be associated with a sample. + + + + + Raw pointer to the metadata value. + + + + + Size of the metadata value in bytes. + + + + + Metadata type. + + + + + Gets the description of a Profiler metric. + + + + + Gets the ProfilerCategory value of the Profiler metric. + + + + + Gets the data value type of the Profiler metric. + + + + + Profiler marker flags of the metric. + + + + + The name of the Profiler metric. + + + + + The name of the Profiler metric as a pointer to UTF-8 byte array. + + + + + Name length excluding null terminator. + + + + + Gets the data unit type of the Profiler metric. + + + + + Gets the handle of a Profiler metric. + + + + + Gets all available handles which can be accessed with ProfilerRecorder. + + + + + + Gets description of Profiler marker or counter handle. + + + + + + Indicates if a handle is valid and can be used with ProfilerRecorder. + + + + + Utility class which provides access to low level Profiler API. + + + + + Starts profiling a piece of code marked with a custom name that the markerPtr handle has defined. + + Profiler marker handle. + + + + Starts profiling a piece of code marked with a custom name that the markerPtr handle and metadata parameters has defined. + + Profiler marker handle. + Metadata parameters count. + Unsafe pointer to the ProfilerMarkerData array. + + + + AI and NavMesh Profiler category. + + + + + Memory allocation Profiler category. + + + + + Animation Profiler category. + + + + + Audio system Profiler category. + + + + + File IO Profiler category. + + + + + UI Profiler category. + + + + + Input system Profiler category. + + + + + Internal Unity systems Profiler category. + + + + + Global Illumination Profiler category. + + + + + Loading system Profiler category. + + + + + Networking system Profiler category. + + + + + Uncategorized Profiler category. + + + + + Particle system Profiler category. + + + + + Physics system Profiler category. + + + + + Rendering system Profiler category. + + + + + Generic C# code Profiler category. + + + + + Video system Profiler category. + + + + + Virtual Texturing system Profiler category. + + + + + VR systen Profiler category. + + + + + Create a new Profiler flow identifier. + + + + Returns flow identifier. + + + + + Constructs a new Profiler marker handle for code instrumentation. + + A marker name. + A profiler category identifier. + The marker flags. + The metadata parameters count, or 0 if no parameters are expected. + Marker name string length. + + Returns the marker native handle. + + + + + Constructs a new Profiler marker handle for code instrumentation. + + A marker name. + A profiler category identifier. + The marker flags. + The metadata parameters count, or 0 if no parameters are expected. + Marker name string length. + + Returns the marker native handle. + + + + + End profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + Marker handle. + + + + Add flow event to a Profiler sample. + + Profiler flow identifier. + Flow event type. + + + + Gets the Profiler category identifier. + + Category name. + Category name length. + + Returns Profiler category identifier. + + + + + Retrieves Profiler category information such as name or color. + + Profiler category identifier. + + Returns description of the category. + + + + + Set Profiler marker metadata name and type. + + Profiler marker handle. + Metadata parameter index. + Metadata parameter name. + Metadata type. Must be one of ProfilerMarkerDataType values. + Metadata unit. Must be one of ProfilerMarkerDataUnit values. + Metadata parameter name length. + + + + Set Profiler marker metadata name and type. + + Profiler marker handle. + Metadata parameter index. + Metadata parameter name. + Metadata type. Must be one of ProfilerMarkerDataType values. + Metadata unit. Must be one of ProfilerMarkerDataUnit values. + Metadata parameter name length. + + + + Creates profiling sample with a custom name that the markerPtr handle and metadata parameters has defined. + + Profiler marker handle. + Metadata parameters count. + Unsafe pointer to the ProfilerMarkerData array. + + + + Gets Profiler timestamp. + + + + + Fraction that converts the Profiler timestamp to nanoseconds. + + + + + Denominator of timestamp to nanoseconds conversion fraction. + + + + + Numerator of timestamp to nanoseconds conversion fraction. + + + + + Gets conversion ratio from Profiler timestamp to nanoseconds. + + + + + Use to specify category for instrumentation Profiler markers. + + + + + AI and NavMesh Profiler category. + + + + + Animation Profiler category. + + + + + Audio system Profiler category. + + + + + Gets Profiler category color. + + + + + Use to construct ProfilerCategory by category name. + + Profiler category name. + + + + File IO Profiler category. + + + + + UI Profiler category. + + + + + Input system Profiler category. + + + + + Internal Unity systems Profiler category. + + + + + Global Illumination Profiler category. + + + + + Loading system Profiler category. + + + + + Memory allocation Profiler category. + + + + + Gets Profiler category name. + + + + + Networking system Profiler category. + + + + + Particle system Profiler category. + + + + + Physics system Profiler category. + + + + + Rendering system Profiler category. + + + + + Generic C# code Profiler category. + + + + + Video system Profiler category. + + + + + Virtual Texturing system Profiler category. + + + + + VR systen Profiler category. + + + + + Profiler category colors enum. + + + + + Animation category markers color. + + + + + Audio category markers color. + + + + + Audio Jobs category markers color. + + + + + Audio Update Jobs category markers color. + + + + + Build System category markers color. + + + + + Burst Jobs category markers color. + + + + + Garbage Collection category markers color. + + + + + Input category markers color. + + + + + Internal category markers color. + + + + + Lighting and Global Illumination category markers color. + + + + + Memory Allocation category markers color. + + + + + Multiple miscellaneous categories markers color. + + + + + Physics category markers color. + + + + + Render category markers color. + + + + + Scripts category markers color. + + + + + User Interface category markers color. + + + + + Rendering Vertical Sync category markers color. + + + + + Options for determining if a Profiler category is built into Unity by default. + + + + + Use this flag to determine that a Profiler category is built into the Unity Editor by default. + + + + + Use this flag to determine that a Profiler category is not built into Unity by default. + + + + + Defines Profiler flow event type. + + + + + Use for the flow start point. + + + + + Use for the flow end point. + + + + + Use for the flow continuation point. + + + + + Use for the parallel flow continuation point. + + + + + Performance marker used for profiling arbitrary code blocks. + + + + + Creates a helper struct for the scoped using blocks. + + + IDisposable struct which calls Begin and End automatically. + + + + + Helper IDisposable struct for use with ProfilerMarker.Auto. + + + + + Begin profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + Object associated with the operation. + + + + Begin profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + Object associated with the operation. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + End profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + + + + Gets native handle of the ProfilerMarker. + + + + + Options for Profiler marker data unit types. + + + + + Display data value as a size, specified in bytes. + + + + + Display data value as a simple number without any unit abbreviations. + + + + + Display data value as a frequency, specified in hertz. + + + + + Display data value as a percentage value with % postfix. + + + + + Display data value as a time, specified in nanoseconds. + + + + + Use to display data value as string if ProfilerMarkerDataTypes.String16 or as a simple number without any unit abbreviations. Also use Undefined in combination with ProfilerMarkerDataTypes.Blob8 which won't be visualized. + + + + + Records the Profiler metric data that a Profiler marker or counter produces. + + + + + Maximum amount of samples ProfilerRecorder can capture. + + + + + Copies collected samples to the destination array. + + Pointer to the destination samples array. + Destination samples array size. + Reset ProfilerRecorder. + + Returns the count of the copied elements. + + + + + Copies all collected samples to the destination list. + + Destination list. + Reset ProfilerRecorder. + + + + Collected samples count. + + + + + Constructs ProfilerRecorder instance with a Profiler metric name and category. + + Profiler category name. + Profiler marker or counter name. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler category identifier. + + + + Constructs ProfilerRecorder instance with a Profiler metric name and category. + + Profiler category name. + Profiler marker or counter name. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler category identifier. + + + + Constructs ProfilerRecorder instance with a Profiler metric name. + + Profiler marker or counter name. + Maximum amount of samples to be collected. + Profiler recorder options. + + + + Constructs ProfilerRecorder instance with a Profiler metric name pointer or other unsafe handles. + + Profiler category identifier. + Profiler marker or counter name pointer. + Profiler marker or counter name length. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + Profiler recorder handle. + + + + Constructs ProfilerRecorder instance with a Profiler metric name pointer or other unsafe handles. + + Profiler category identifier. + Profiler marker or counter name pointer. + Profiler marker or counter name length. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + Profiler recorder handle. + + + + Constructs ProfilerRecorder instance with a Profiler metric name pointer or other unsafe handles. + + Profiler category identifier. + Profiler marker or counter name pointer. + Profiler marker or counter name length. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + Profiler recorder handle. + + + + Gets current value of the Profiler metric. + + + + + Gets current value of the Profiler metric as double value. + + + + + Value data type of the Profiler metric. + + + + + Releases unmanaged instance of the ProfilerRecorder. + + + + + Gets sample data. + + + + + + Indicates if ProfilerRecorder is attached to the Profiler metric. + + + + + Gets the last value collected by the ProfilerRecorder. + + + + + Gets the last value collected by the ProfilerRecorder as double. + + + + + Clears collected samples. + + + + + Start data collection. + + + + + Initialize a new instance of ProfilerRecorder and start data collection. + + Profiler category. + Profiler marker or counter name. + Maximum amount of samples to collect. + ProfilerRecorder options. + + Returns new enabled recorder instance. + + + + + Initialize a new instance of ProfilerRecorder for ProfilerMarker and start data collection. + + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + + Returns new enabled recorder instance. + + + + + Stops data collection. + + + + + Use to convert collected samples to an array. + + + + + Unit type. + + + + + Indicates whether ProfilerRecorder is associated with a valid Profiler marker or counter. + + + + + Indicates if ProfilerRecorder capacity has been exceeded. + + + + + ProfilerRecorder lifecycle and collection options. + + + + + Use to collect samples only on the thread ProfilerRecorder was initialized on. + + + + + Default initialization options. Equivalent to (SumSamplesInFrame | WrapAroundWhenCapacityReached). + + + + + Use to indicate that ProfilerRecorder should collect GPU timing instead of CPU. + + + + + Use to keep the ProfilerRecorder unmanaged instance running across a Unity domain reload. + + + + + Use to start data collection immediately upon ProfilerRecorder initialization. + + + + + Use to sum all samples within a frame and collect those as one sample per frame. + + + + + Use to allow sample value overwrite when ProfilerRecorder capacity is exceeded. + + + + + Sample value structure. + + + + + Sample count. + + + + + Raw sample value. + + + + + Reflection data for a DOTS instancing constant buffer. + + + + + The index of this constant buffer in the list of constant buffers returned by HybridV2ShaderReflection.GetDOTSInstancingCbuffers. + + + + + The value returned by Shader.PropertyToID for the name of this constant buffer. + + + + + The size of this constant buffer in bytes. + + + + + Reflection data for a DOTS instancing property. + + + + + The index of the constant buffer that contains this property in the list of constant buffers returned by HybridV2ShaderReflection.GetDOTSInstancingCbuffers. + + + + + The amount of columns or elements of this property if it's a matrix or a vector, respectively. + + + + + The value returned by Shader.PropertyToID for the name of this property. + + + + + The type of this property. + + + + + The value returned by Shader.PropertyToID for the DOTS instancing metadata constant of this property. + + + + + The offset of the metadata constant of this property in its DOTS instancing metadata constant buffer. + + + + + The amount of rows of this property if it's a matrix. + + + + + The size of this property in bytes. + + + + + Describes the type of a DOTS instancing property. + + + + + The property has type bool. + + + + + The property has type float. + + + + + The property has type half. + + + + + The property has type int. + + + + + The property has type short. + + + + + The property has a structure type. + + + + + The property has type uint. + + + + + The property has an unknown type. + + + + + Contains methods for reading Hybrid Renderer specific reflection data from shaders. + + + + + Returns the list of detected Hybrid Renderer DOTS instancing constant buffers for the given shader. + + Shader to get reflection data from. + + List of detected DOTS instancing constant buffers. + + + + + Returns the list of detected DOTS instancing properties for the given shader. + + Shader to get reflection data from. + + List of detected DOTS instancing properties. + + + + + Returns a monotonically increasing DOTS reflection data version number, which is incremented whenever a shader is loaded that contains DOTS instancing properties. + + + DOTS reflection data version number. + + + + + Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API. + + + + + Version of Unity API. + + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. + + Unity version that this assembly is compatible with. + Must be set to true. + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. This overload has been deprecated. + + Unity version that this assembly is compatible with. + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. This constructor is used by internal tooling. + + Unity version that this assembly is compatible with. + A comma-separated list comprised of the assembly name and attribute hash pairs. For example, assemblyname:hash,assemblyname:hash. + + + + The Core module implements basic classes required for Unity to function. + + + + + Constants to pass to Application.RequestUserAuthorization. + + + + + Request permission to use any audio input sources attached to the computer. + + + + + Request permission to use any video input sources attached to the computer. + + + + + Representation of 2D vectors and points. + + + + + Shorthand for writing Vector2(0, -1). + + + + + Shorthand for writing Vector2(-1, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector2(float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector2(1, 1). + + + + + Shorthand for writing Vector2(float.PositiveInfinity, float.PositiveInfinity). + + + + + Shorthand for writing Vector2(1, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector2(0, 1). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Shorthand for writing Vector2(0, 0). + + + + + Gets the unsigned angle in degrees between from and to. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + The unsigned angle in degrees between the two vectors. + + + + + Returns a copy of vector with its magnitude clamped to maxLength. + + + + + + + Constructs a new vector with given x, y components. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Converts a Vector3 to a Vector2. + + + + + + Converts a Vector2 to a Vector3. + + + + + + Linearly interpolates between vectors a and b by t. + + + + + + + + Linearly interpolates between vectors a and b by t. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current towards target. + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Divides a vector by another vector. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by another vector. + + + + + + + Adds two vectors. + + + + + + + Returns the 2D vector perpendicular to this 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up. + + The input direction. + + The perpendicular direction. + + + + + Reflects a vector off the vector defined by a normal. + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x and y components of an existing Vector2. + + + + + + + Gets the signed angle in degrees between from and to. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + The signed angle in degrees between the two vectors. + + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Access the x or y component using [0] or [1] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of 2D vectors and points using integers. + + + + + Shorthand for writing Vector2Int(0, -1). + + + + + Shorthand for writing Vector2Int(-1, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector2Int(1, 1). + + + + + Shorthand for writing Vector2Int(1, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector2Int(0, 1). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Shorthand for writing Vector2Int(0, 0). + + + + + Converts a Vector2 to a Vector2Int by doing a Ceiling to each value. + + + + + + Clamps the Vector2Int to the bounds given by min and max. + + + + + + + Returns the distance between a and b. + + + + + + + Returns true if the objects are equal. + + + + + + Converts a Vector2 to a Vector2Int by doing a Floor to each value. + + + + + + Gets the hash code for the Vector2Int. + + + The hash code of the Vector2Int. + + + + + Converts a Vector2Int to a Vector2. + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Divides a vector by a number. + + + + + + + Returns true if the vectors are equal. + + + + + + + Converts a Vector2Int to a Vector3Int. + + + + + + Subtracts one vector from another. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Converts a Vector2 to a Vector2Int by doing a Round to each value. + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x and y components of an existing Vector2Int. + + + + + + + Access the x or y component using [0] or [1] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of 3D vectors and points. + + + + + Shorthand for writing Vector3(0, 0, -1). + + + + + Shorthand for writing Vector3(0, -1, 0). + + + + + Shorthand for writing Vector3(0, 0, 1). + + + + + Shorthand for writing Vector3(-1, 0, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector3(1, 1, 1). + + + + + Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). + + + + + Shorthand for writing Vector3(1, 0, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector3(0, 1, 0). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector3(0, 0, 0). + + + + + Calculates the angle between vectors from and. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + The angle in degrees between the two vectors. + + + + + Returns a copy of vector with its magnitude clamped to maxLength. + + + + + + + Cross Product of two vectors. + + + + + + + Creates a new vector with given x, y, z components. + + + + + + + + Creates a new vector with given x, y components and sets z to zero. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Linearly interpolates between two points. + + Start value, returned when t = 0. + End value, returned when t = 1. + Value used to interpolate between a and b. + + Interpolated value, equals to a + (b - a) * t. + + + + + Linearly interpolates between two vectors. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Calculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta. + + The position to move from. + The position to move towards. + Distance to move current per call. + + The new position. + + + + + Makes this vector have a magnitude of 1. + + + + + + Divides a vector by a number. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors are different. + + + + + + + Adds two vectors. + + + + + + + Makes vectors normalized and orthogonal to each other. + + + + + + + Makes vectors normalized and orthogonal to each other. + + + + + + + + Projects a vector onto another vector. + + + + + + + Projects a vector onto a plane defined by a normal orthogonal to the plane. + + The direction from the vector towards the plane. + The location of the vector above the plane. + + The location of the vector on the plane. + + + + + Reflects a vector off the plane defined by a normal. + + + + + + + Rotates a vector current towards target. + + The vector being managed. + The vector. + The maximum angle in radians allowed for this rotation. + The maximum allowed change in vector magnitude for this rotation. + + The location that RotateTowards generates. + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y and z components of an existing Vector3. + + + + + + + + Calculates the signed angle between vectors from and to in relation to axis. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + A vector around which the other vectors are rotated. + + Returns the signed angle between from and to in degrees. + + + + + Spherically interpolates between two vectors. + + + + + + + + Spherically interpolates between two vectors. + + + + + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Access the x, y, z components using [0], [1], [2] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of 3D vectors and points using integers. + + + + + Shorthand for writing Vector3Int(0, 0, -1). + + + + + Shorthand for writing Vector3Int(0, -1, 0). + + + + + Shorthand for writing Vector3Int(0, 0, 1). + + + + + Shorthand for writing Vector3Int(-1, 0, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector3Int(1, 1, 1). + + + + + Shorthand for writing Vector3Int(1, 0, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector3Int(0, 1, 0). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector3Int(0, 0, 0). + + + + + Converts a Vector3 to a Vector3Int by doing a Ceiling to each value. + + + + + + Clamps the Vector3Int to the bounds given by min and max. + + + + + + + Initializes and returns an instance of a new Vector3Int with x, y, z components. + + The X component of the Vector3Int. + The Y component of the Vector3Int. + The Z component of the Vector3Int. + + + + Initializes and returns an instance of a new Vector3Int with x and y components and sets z to zero. + + The X component of the Vector3Int. + The Y component of the Vector3Int. + + + + Returns the distance between a and b. + + + + + + + Returns true if the objects are equal. + + + + + + Converts a Vector3 to a Vector3Int by doing a Floor to each value. + + + + + + Gets the hash code for the Vector3Int. + + + The hash code of the Vector3Int. + + + + + Converts a Vector3Int to a Vector3. + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Divides a vector by a number. + + + + + + + Returns true if the vectors are equal. + + + + + + + Converts a Vector3Int to a Vector2Int. + + + + + + Subtracts one vector from another. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Converts a Vector3 to a Vector3Int by doing a Round to each value. + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y and z components of an existing Vector3Int. + + + + + + + + Access the x, y or z component using [0], [1] or [2] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of four-dimensional vectors. + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector4(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector4(1,1,1,1). + + + + + Shorthand for writing Vector4(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). + + + + + Returns the squared length of this vector (Read Only). + + + + + W component of the vector. + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector4(0,0,0,0). + + + + + Creates a new vector with given x, y, z, w components. + + + + + + + + + Creates a new vector with given x, y, z components and sets w to zero. + + + + + + + + Creates a new vector with given x, y components and sets z and w to zero. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Converts a Vector4 to a Vector2. + + + + + + Converts a Vector4 to a Vector3. + + + + + + Converts a Vector2 to a Vector4. + + + + + + Converts a Vector3 to a Vector4. + + + + + + Linearly interpolates between two vectors. + + + + + + + + Linearly interpolates between two vectors. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current towards target. + + + + + + + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Adds two vectors. + + + + + + + Projects a vector onto another vector. + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y, z and w components of an existing Vector4. + + + + + + + + + Access the x, y, z, w components using [0], [1], [2], [3] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + This enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. + + + + + The texture used by an external XR provider. The provider is responsible for defining the texture's layout and use. + + + + + The RenderTexture is not a VR eye texture. No special rendering behavior will occur. + + + + + This texture corresponds to a single eye on a stereoscopic display. + + + + + This texture corresponds to two eyes on a stereoscopic display. This will be taken into account when using Graphics.Blit and other rendering functions. + + + + + Waits until the end of the frame after Unity has rendererd every Camera and GUI, just before displaying the frame on screen. + + + + + Waits until next fixed frame rate update function. See Also: MonoBehaviour.FixedUpdate. + + + + + Suspends the coroutine execution for the given amount of seconds using scaled time. + + + + + Suspends the coroutine execution for the given amount of seconds using scaled time. + + Delay execution by the amount of time in seconds. + + + + Suspends the coroutine execution for the given amount of seconds using unscaled time. + + + + + The given amount of seconds that the yield instruction will wait for. + + + + + Creates a yield instruction to wait for a given number of seconds using unscaled time. + + + + + + Suspends the coroutine execution until the supplied delegate evaluates to true. + + + + + Initializes a yield instruction with a given delegate to be evaluated. + + Supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns true. + + + + Suspends the coroutine execution until the supplied delegate evaluates to false. + + + + + Initializes a yield instruction with a given delegate to be evaluated. + + The supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns false. + + + + Sets which weights to use when calculating curve segments. + + + + + Include inWeight and outWeight when calculating curve segments. + + + + + Include inWeight when calculating the previous curve segment. + + + + + Exclude both inWeight or outWeight when calculating curve segments. + + + + + Include outWeight when calculating the next curve segment. + + + + + Exposes useful information related to crash reporting on Windows platforms. + + + + + Returns the path to the crash report folder on Windows. + + + + + Class representing cryptography algorithms. + + + + + Computes MD5 hash value for the specified byte array. + + The input to compute the hash code for. + + + + Computes SHA1 hash value for the specified byte array. + + The input to compute the hash code for. + + + + Exposes static methods for directory operations. + + + + + Returns a path to local folder. + + + + + Returns a path to roaming folder. + + + + + Returns a path to temporary folder. + + + + + Creates directory in the specified path. + + The directory path to create. + + + + Deletes a directory from a specified path. + + The name of the directory to remove. + + + + Determines whether the given path refers to an existing directory. + + The path to test. + + + + Provides static methods for file operations. + + + + + Deletes the specified file. + + The name of the file to be deleted. + + + + Determines whether the specified file exists. + + The file to check. + + + + Opens a binary file, reads the contents of the file into a byte array, and then closes the file. + + The file to open for reading. + + + + Creates a new file, writes the specified byte array to the file, and then closes the file. If the target file already exists, it is overwritten. + + The file to write to. + The bytes to write to the file. + + + + Provides static methods for Windows specific input manipulation. + + + + + Forwards raw input events to Unity. + + Pointer to array of indices that specify the byte offsets of RAWINPUTHEADER structures in rawInputData. + Pointer to array of indices that specify the byte offsets of RAWINPUT::data field in rawInputData. + Number of RAWINPUT events. + Pointer to byte array containing RAWINPUT events. + RawInputData array size in bytes. + + + + Forwards raw input events to Unity. + + Pointer to array of indices that specify the byte offsets of RAWINPUTHEADER structures in rawInputData. + Pointer to array of indices that specify the byte offsets of RAWINPUT::data field in rawInputData. + Number of RAWINPUT events. + Pointer to byte array containing RAWINPUT events. + RawInputData array size in bytes. + + + + This class provides information regarding application's trial status and allows initiating application purchase. + + + + + Checks whether the application is installed in trial mode. + + + + + Attempts to purchase the app if it is in installed in trial mode. + + + Purchase receipt. + + + + + Used by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Phrases under the specified minimum level will be ignored. + + + + + High confidence level. + + + + + Low confidence level. + + + + + Medium confidence level. + + + + + Everything is rejected. + + + + + Represents the reason why dictation session has completed. + + + + + Dictation session completion was caused by bad audio quality. + + + + + Dictation session was either cancelled, or the application was paused while dictation session was in progress. + + + + + Dictation session has completed successfully. + + + + + Dictation session has finished because a microphone was not available. + + + + + Dictation session has finished because network connection was not available. + + + + + Dictation session has reached its timeout. + + + + + Dictation session has completed due to an unknown error. + + + + + DictationRecognizer listens to speech input and attempts to determine what phrase was uttered. + + + + + The time length in seconds before dictation recognizer session ends due to lack of audio input. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Event that is triggered when the recognizer session completes. + + Delegate that is to be invoked on DictationComplete event. + + + + Delegate for DictationComplete event. + + The cause of dictation session completion. + + + + Event that is triggered when the recognizer session encouters an error. + + Delegate that is to be invoked on DictationError event. + + + + Delegate for DictationError event. + + The error mesage. + HRESULT code that corresponds to the error. + + + + Event that is triggered when the recognizer changes its hypothesis for the current fragment. + + Delegate to be triggered in the event of a hypothesis changed event. + + + + Callback indicating a hypothesis change event. You should register with DictationHypothesis event. + + The text that the recognizer believes may have been recognized. + + + + Event indicating a phrase has been recognized with the specified confidence level. + + The delegate to be triggered when this event is triggered. + + + + Callback indicating a phrase has been recognized with the specified confidence level. You should register with DictationResult event. + + The recognized text. + The confidence level at which the text was recognized. + + + + Disposes the resources this dictation recognizer uses. + + + + + The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard in the current session. + + + + + Starts the dictation recognization session. Dictation recognizer can only be started if PhraseRecognitionSystem is not running. + + + + + Indicates the status of dictation recognizer. + + + + + Stops the dictation recognization session. + + + + + DictationTopicConstraint enum specifies the scenario for which a specific dictation recognizer should optimize. + + + + + Dictation recognizer will optimize for dictation scenario. + + + + + Dictation recognizer will optimize for form-filling scenario. + + + + + Dictation recognizer will optimize for web search scenario. + + + + + The GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk. +The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines. + + + + + Creates a grammar recognizer using specified file path and minimum confidence. + + Path of the grammar file. + The confidence level at which the recognizer will begin accepting phrases. + + + + Creates a grammar recognizer using specified file path and minimum confidence. + + Path of the grammar file. + The confidence level at which the recognizer will begin accepting phrases. + + + + Returns the grammar file path which was supplied when the grammar recognizer was created. + + + + + KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords. + + + + + Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. + + The keywords that the recognizer will listen to. + The minimum confidence level of speech recognition that the recognizer will accept. + + + + Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. + + The keywords that the recognizer will listen to. + The minimum confidence level of speech recognition that the recognizer will accept. + + + + Returns the list of keywords which was supplied when the keyword recognizer was created. + + + + + Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them. + + + + + Returns whether speech recognition is supported on the machine that the application is running on. + + + + + Delegate for OnError event. + + Error code for the error that occurred. + + + + Event that gets invoked when phrase recognition system encounters an error. + + Delegate that will be invoked when the event occurs. + + + + Event which occurs when the status of the phrase recognition system changes. + + Delegate that will be invoked when the event occurs. + + + + Attempts to restart the phrase recognition system. + + + + + Shuts phrase recognition system down. + + + + + Returns the current status of the phrase recognition system. + + + + + Delegate for OnStatusChanged event. + + The new status of the phrase recognition system. + + + + Provides information about a phrase recognized event. + + + + + A measure of correct recognition certainty. + + + + + The time it took for the phrase to be uttered. + + + + + The moment in time when uttering of the phrase began. + + + + + A semantic meaning of recognized phrase. + + + + + The text that was recognized. + + + + + A common base class for both keyword recognizer and grammar recognizer. + + + + + Disposes the resources used by phrase recognizer. + + + + + Tells whether the phrase recognizer is listening for phrases. + + + + + Event that gets fired when the phrase recognizer recognizes a phrase. + + Delegate that will be invoked when the event occurs. + + + + Delegate for OnPhraseRecognized event. + + Information about a phrase recognized event. + + + + Makes the phrase recognizer start listening to phrases. + + + + + Stops the phrase recognizer from listening to phrases. + + + + + Semantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files. + + + + + A key of semantic meaning. + + + + + Values of semantic property that the correspond to the semantic meaning key. + + + + + Represents an error in a speech recognition system. + + + + + Speech recognition engine failed because the audio quality was too low. + + + + + Speech recognition engine failed to compiled specified grammar. + + + + + Speech error occurred because a microphone was not available. + + + + + Speech error occurred due to a network failure. + + + + + No error occurred. + + + + + A speech recognition system has timed out. + + + + + Supplied grammar file language is not supported. + + + + + A speech recognition system has encountered an unknown error. + + + + + Represents the current status of the speech recognition system or a dictation recognizer. + + + + + Speech recognition system has encountered an error and is in an indeterminate state. + + + + + Speech recognition system is running. + + + + + Speech recognition system is stopped. + + + + + When calling PhotoCapture.StartPhotoModeAsync, you must pass in a CameraParameters object that contains the various settings that the web camera will use. + + + + + A valid height resolution for use with the web camera. + + + + + A valid width resolution for use with the web camera. + + + + + The framerate at which to capture video. This is only for use with VideoCapture. + + + + + The opacity of captured holograms. + + + + + The pixel format used to capture and record your image data. + + + + + The encoded image or video pixel format to use for PhotoCapture and VideoCapture. + + + + + 8 bits per channel (blue, green, red, and alpha). + + + + + Encode photo in JPEG format. + + + + + 8-bit Y plane followed by an interleaved U/V plane with 2x2 subsampling. + + + + + Portable Network Graphics Format. + + + + + Captures a photo from the web camera and stores it in memory or on disk. + + + + + Contains the result of the capture request. + + + + + Specifies that the desired operation was successful. + + + + + Specifies that an unknown error occurred. + + + + + Asynchronously creates an instance of a PhotoCapture object that can be used to capture photos. + + Will allow you to capture holograms in your photo. + This callback will be invoked when the PhotoCapture instance is created and ready to be used. + + + + Asynchronously creates an instance of a PhotoCapture object that can be used to capture photos. + + Will allow you to capture holograms in your photo. + This callback will be invoked when the PhotoCapture instance is created and ready to be used. + + + + Dispose must be called to shutdown the PhotoCapture instance. + + + + + Provides a COM pointer to the native IVideoDeviceController. + + + A native COM pointer to the IVideoDeviceController. + + + + + Called when a photo has been saved to the file system. + + Indicates whether or not the photo was successfully saved to the file system. + + + + Called when a photo has been captured to memory. + + Indicates whether or not the photo was successfully captured to memory. + Contains the target texture. If available, the spatial information will be accessible through this structure as well. + + + + Called when a PhotoCapture resource has been created. + + The PhotoCapture instance. + + + + Called when photo mode has been started. + + Indicates whether or not photo mode was successfully activated. + + + + Called when photo mode has been stopped. + + Indicates whether or not photo mode was successfully deactivated. + + + + A data container that contains the result information of a photo capture operation. + + + + + The specific HResult value. + + + + + A generic result that indicates whether or not the PhotoCapture operation succeeded. + + + + + Indicates whether or not the operation was successful. + + + + + Asynchronously starts photo mode. + + The various settings that should be applied to the web camera. + This callback will be invoked once photo mode has been activated. + + + + Asynchronously stops photo mode. + + This callback will be invoked once photo mode has been deactivated. + + + + A list of all the supported device resolutions for taking pictures. + + + + + Asynchronously captures a photo from the web camera and saves it to disk. + + The location where the photo should be saved. The filename must end with a png or jpg file extension. + The encoding format that should be used. + Invoked once the photo has been saved to disk. + Invoked once the photo has been copied to the target texture. + + + + Asynchronously captures a photo from the web camera and saves it to disk. + + The location where the photo should be saved. The filename must end with a png or jpg file extension. + The encoding format that should be used. + Invoked once the photo has been saved to disk. + Invoked once the photo has been copied to the target texture. + + + + Image Encoding Format. + + + + + JPEG Encoding. + + + + + PNG Encoding. + + + + + Contains information captured from the web camera. + + + + + The length of the raw IMFMediaBuffer which contains the image captured. + + + + + Specifies whether or not spatial data was captured. + + + + + The raw image data pixel format. + + + + + Will copy the raw IMFMediaBuffer image data into a byte list. + + The destination byte list to which the raw captured image data will be copied to. + + + + Disposes the PhotoCaptureFrame and any resources it uses. + + + + + Provides a COM pointer to the native IMFMediaBuffer that contains the image data. + + + A native COM pointer to the IMFMediaBuffer which contains the image data. + + + + + This method will return the camera to world matrix at the time the photo was captured if location data if available. + + A matrix to be populated by the Camera to world Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + + + + + This method will return the projection matrix at the time the photo was captured if location data if available. + + The near clip plane distance. + The far clip plane distance. + A matrix to be populated by the Projection Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + + + + + This method will return the projection matrix at the time the photo was captured if location data if available. + + The near clip plane distance. + The far clip plane distance. + A matrix to be populated by the Projection Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + + + + + This method will copy the captured image data into a user supplied texture for use in Unity. + + The target texture that the captured image data will be copied to. + + + + Records a video from the web camera directly to disk. + + + + + Specifies what audio sources should be recorded while recording the video. + + + + + Include both the application audio as well as the mic audio in the video recording. + + + + + Only include the application audio in the video recording. + + + + + Only include the mic audio in the video recording. + + + + + Do not include any audio in the video recording. + + + + + Contains the result of the capture request. + + + + + Specifies that the desired operation was successful. + + + + + Specifies that an unknown error occurred. + + + + + Asynchronously creates an instance of a VideoCapture object that can be used to record videos from the web camera to disk. + + Allows capturing holograms in your video. + This callback will be invoked when the VideoCapture instance is created and ready to be used. + + + + Asynchronously creates an instance of a VideoCapture object that can be used to record videos from the web camera to disk. + + Allows capturing holograms in your video. + This callback will be invoked when the VideoCapture instance is created and ready to be used. + + + + You must call Dispose to shutdown the VideoCapture instance and release the native WinRT objects. + + + + + Returns the supported frame rates at which a video can be recorded given a resolution. + + A recording resolution. + + The frame rates at which the video can be recorded. + + + + + Provides a COM pointer to the native IVideoDeviceController. + + + A native COM pointer to the IVideoDeviceController. + + + + + Indicates whether or not the VideoCapture instance is currently recording video. + + + + + Called when the web camera begins recording the video. + + Indicates whether or not video recording started successfully. + + + + Called when the video recording has been saved to the file system. + + Indicates whether or not video recording was saved successfully to the file system. + + + + Called when a VideoCapture resource has been created. + + The VideoCapture instance. + + + + Called when video mode has been started. + + Indicates whether or not video mode was successfully activated. + + + + Called when video mode has been stopped. + + Indicates whether or not video mode was successfully deactivated. + + + + Asynchronously records a video from the web camera to the file system. + + The name of the video to be recorded to. + Invoked as soon as the video recording begins. + + + + Asynchronously starts video mode. + + The various settings that should be applied to the web camera. + Indicates how audio should be recorded. + This callback will be invoked once video mode has been activated. + + + + Asynchronously stops recording a video from the web camera to the file system. + + Invoked as soon as video recording has finished. + + + + Asynchronously stops video mode. + + This callback will be invoked once video mode has been deactivated. + + + + A list of all the supported device resolutions for recording videos. + + + + + A data container that contains the result information of a video recording operation. + + + + + The specific Windows HRESULT code. + + + + + A generic result that indicates whether or not the VideoCapture operation succeeded. + + + + + Indicates whether or not the operation was successful. + + + + + Contains general information about the current state of the web camera. + + + + + Specifies what mode the Web Camera is currently in. + + + + + Describes the active mode of the Web Camera resource. + + + + + Resource is not in use. + + + + + Resource is in Photo Mode. + + + + + Resource is in Video Mode. + + + + + Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve. + + + + + Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing. + + + + + Reads the default repeat mode set higher up. + + + + + When time reaches the end of the animation clip, time will continue at the beginning. + + + + + When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip. + + + + + When time reaches the end of the animation clip, time will ping pong back between beginning and end. + + + + + Delegate that can be invoked on specific thread. + + + + + Provides essential methods related to Window Store application. + + + + + Advertising ID. + + + + + Arguments passed to application. + + + + + Fired when application window is activated. + + + + + + Fired when window size changes. + + + + + + Executes callback item on application thread. + + Item to execute. + Wait until item is executed. + + + + Executes callback item on UI thread. + + Item to execute. + Wait until item is executed. + + + + Returns true if you're running on application thread. + + + + + Returns true if you're running on UI thread. + + + + + Cursor API for Windows Store Apps. + + + + + Set a custom cursor. + + The cursor resource id. + + + + List of accessible folders on Windows Store Apps. + + + + + Class which is capable of launching user's default app for file type or a protocol. See also PlayerSettings where you can specify file or URI associations. + + + + + Launches the default app associated with specified file. + + Folder type where the file is located. + Relative file path inside the specified folder. + Shows user a warning that application will be switched. + + + + Opens a dialog for picking the file. + + File extension. + + + + Starts the default app associated with the URI scheme name for the specified URI, using the specified options. + + The URI. + Displays a warning that the URI is potentially unsafe. + + + + Defines the default look of secondary tile. + + + + + + Arguments to be passed for application when secondary tile is activated. + + + + + Defines background color for secondary tile. + + + + + + Defines, whether backgroundColor should be used. + + + + + + Display name for secondary tile. + + + + + + Defines the style for foreground text on a secondary tile. + + + + + + Uri to logo, shown for secondary tile on lock screen. + + + + + + Whether to show secondary tile on lock screen. + + + + + + Phonetic name for secondary tile. + + + + + + Defines whether secondary tile is copied to another device when application is installed by the same users account. + + + + + + Defines whether the displayName should be shown on a medium secondary tile. + + + + + + Defines whether the displayName should be shown on a large secondary tile. + + + + + + Defines whether the displayName should be shown on a wide secondary tile. + + + + + + Uri to the logo for medium size tile. + + + + + Uri to the logo shown on tile + + + + + + Uri to the logo for large size tile. + + + + + + Uri to the logo for small size tile. + + + + + + Unique identifier within application for a secondary tile. + + + + + + Uri to the logo for wide tile. + + + + + Constructor for SecondaryTileData, sets default values for all members. + + Unique identifier for secondary tile. + A display name for a tile. + + + + Represents tile on Windows start screen + + + + + + Whether secondary tile is pinned to start screen. + + + + + + Whether secondary tile was approved (pinned to start screen) or rejected by user. + + + + + + A unique string, identifying secondary tile + + + + + Returns applications main tile + + + + + + Creates new or updates existing secondary tile. + + The data used to create or update secondary tile. + The coordinates for a request to create new tile. + The area on the screen above which the request to create new tile will be displayed. + + New Tile object, that can be used for further work with the tile. + + + + + Creates new or updates existing secondary tile. + + The data used to create or update secondary tile. + The coordinates for a request to create new tile. + The area on the screen above which the request to create new tile will be displayed. + + New Tile object, that can be used for further work with the tile. + + + + + Creates new or updates existing secondary tile. + + The data used to create or update secondary tile. + The coordinates for a request to create new tile. + The area on the screen above which the request to create new tile will be displayed. + + New Tile object, that can be used for further work with the tile. + + + + + Show a request to unpin secondary tile from start screen. + + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + An identifier for secondary tile. + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + An identifier for secondary tile. + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + An identifier for secondary tile. + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Whether secondary tile is pinned to start screen. + + An identifier for secondary tile. + + + + Gets all secondary tiles. + + + An array of Tile objects. + + + + + Returns the secondary tile, identified by tile id. + + A tile identifier. + + A Tile object or null if secondary tile does not exist (not pinned to start screen and user request is complete). + + + + + Get template XML for tile notification. + + A template identifier. + + String, which is an empty XML document to be filled and used for tile notification. + + + + + Starts periodic update of a badge on a tile. + + + A remote location from where to retrieve tile update + A time interval in minutes, will be rounded to a value, supported by the system + + + + Starts periodic update of a tile. + + + a remote location fromwhere to retrieve tile update + a time interval in minutes, will be rounded to a value, supported by the system + + + + Remove badge from tile. + + + + + Stops previously started periodic update of a tile. + + + + + Stops previously started periodic update of a tile. + + + + + Send a notification for tile (update tiles look). + + A string containing XML document for new tile look. + An uri to 150x150 image, shown on medium tile. + An uri to a 310x150 image to be shown on a wide tile (if such issupported). + An uri to a 310x310 image to be shown on a large tile (if such is supported). + A text to shown on a tile. + + + + Send a notification for tile (update tiles look). + + A string containing XML document for new tile look. + An uri to 150x150 image, shown on medium tile. + An uri to a 310x150 image to be shown on a wide tile (if such issupported). + An uri to a 310x310 image to be shown on a large tile (if such is supported). + A text to shown on a tile. + + + + Sets or updates badge on a tile to an image. + + Image identifier. + + + + Set or update a badge on a tile to a number. + + Number to be shown on a badge. + + + + Style for foreground text on a secondary tile. + + + + + Templates for various tile styles. + + + + + + Represents a toast notification in Windows Store Apps. + + + + + + true if toast was activated by user. + + + + + Arguments to be passed for application when toast notification is activated. + + + + + true if toast notification was dismissed (for any reason). + + + + + true if toast notification was explicitly dismissed by user. + + + + + Create toast notification. + + XML document with tile data. + Uri to image to show on a toast, can be empty, in that case text-only notification will be shown. + A text to display on a toast notification. + + A toast object for further work with created notification or null, if creation of toast failed. + + + + + Create toast notification. + + XML document with tile data. + Uri to image to show on a toast, can be empty, in that case text-only notification will be shown. + A text to display on a toast notification. + + A toast object for further work with created notification or null, if creation of toast failed. + + + + + Get template XML for toast notification. + + + A template identifier. + + string, which is an empty XML document to be filled and used for toast notification. + + + + + Hide displayed toast notification. + + + + + Show toast notification. + + + + + Templates for various toast styles. + + + + + + This event occurs when window completes activation or deactivation, it also fires up when you snap and unsnap the application. + + + + + + Specifies the set of reasons that a windowActivated event was raised. + + + + + The window was activated. + + + + + The window was deactivated. + + + + + The window was activated by pointer interaction. + + + + + This event occurs when window rendering size changes. + + + + + + + Base class for all yield instructions. + + + + diff --git a/FirstVillainLibrary/bin/Release/UnityEngine.SharedInternalsModule.dll b/FirstVillainLibrary/bin/Release/UnityEngine.SharedInternalsModule.dll new file mode 100644 index 0000000..cf20db5 Binary files /dev/null and b/FirstVillainLibrary/bin/Release/UnityEngine.SharedInternalsModule.dll differ diff --git a/FirstVillainLibrary/bin/Release/UnityEngine.SharedInternalsModule.xml b/FirstVillainLibrary/bin/Release/UnityEngine.SharedInternalsModule.xml new file mode 100644 index 0000000..5b91a55 --- /dev/null +++ b/FirstVillainLibrary/bin/Release/UnityEngine.SharedInternalsModule.xml @@ -0,0 +1,13 @@ + + + + + UnityEngine.SharedInternalsModule + + + + SharedInternals is a module used internally to provide low-level functionality needed by other modules. + + + + diff --git a/FirstVillainLibrary/bin/Release/UnityEngine.UI.dll b/FirstVillainLibrary/bin/Release/UnityEngine.UI.dll new file mode 100644 index 0000000..f7a9cdd Binary files /dev/null and b/FirstVillainLibrary/bin/Release/UnityEngine.UI.dll differ diff --git a/FirstVillainLibrary/bin/Release/UnityEngine.UI.pdb b/FirstVillainLibrary/bin/Release/UnityEngine.UI.pdb new file mode 100644 index 0000000..7d47f80 Binary files /dev/null and b/FirstVillainLibrary/bin/Release/UnityEngine.UI.pdb differ diff --git a/FirstVillainLibrary/obj/Debug/.NETFramework,Version=v4.8.AssemblyAttributes.cs b/FirstVillainLibrary/obj/Debug/.NETFramework,Version=v4.8.AssemblyAttributes.cs new file mode 100644 index 0000000..15efebf --- /dev/null +++ b/FirstVillainLibrary/obj/Debug/.NETFramework,Version=v4.8.AssemblyAttributes.cs @@ -0,0 +1,4 @@ +// +using System; +using System.Reflection; +[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] diff --git a/FirstVillainLibrary/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache b/FirstVillainLibrary/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache new file mode 100644 index 0000000..26fe97d Binary files /dev/null and b/FirstVillainLibrary/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache differ diff --git a/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.AssemblyReference.cache b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.AssemblyReference.cache new file mode 100644 index 0000000..2d37c10 Binary files /dev/null and b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.AssemblyReference.cache differ diff --git a/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.CopyComplete b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.CopyComplete new file mode 100644 index 0000000..e69de29 diff --git a/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.CoreCompileInputs.cache b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.CoreCompileInputs.cache new file mode 100644 index 0000000..d6ed704 --- /dev/null +++ b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.CoreCompileInputs.cache @@ -0,0 +1 @@ +70aced88acdb4d58f23ba5043017e2e23ea0b467 diff --git a/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.FileListAbsolute.txt b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.FileListAbsolute.txt new file mode 100644 index 0000000..58b8262 --- /dev/null +++ b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.csproj.FileListAbsolute.txt @@ -0,0 +1,13 @@ +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\obj\Debug\FirstVillainLibrary.csproj.AssemblyReference.cache +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\obj\Debug\FirstVillainLibrary.csproj.CoreCompileInputs.cache +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Debug\FirstVillainLibrary.dll +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Debug\FirstVillainLibrary.pdb +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Debug\UnityEngine.CoreModule.dll +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Debug\UnityEngine.UI.dll +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Debug\UnityEngine.SharedInternalsModule.dll +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Debug\UnityEngine.CoreModule.xml +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Debug\UnityEngine.UI.pdb +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Debug\UnityEngine.SharedInternalsModule.xml +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\obj\Debug\FirstVillainLibrary.csproj.CopyComplete +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\obj\Debug\FirstVillainLibrary.dll +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\obj\Debug\FirstVillainLibrary.pdb diff --git a/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.dll b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.dll new file mode 100644 index 0000000..dd15d2a Binary files /dev/null and b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.dll differ diff --git a/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.pdb b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.pdb new file mode 100644 index 0000000..3daf54c Binary files /dev/null and b/FirstVillainLibrary/obj/Debug/FirstVillainLibrary.pdb differ diff --git a/FirstVillainLibrary/obj/Release/.NETFramework,Version=v4.8.AssemblyAttributes.cs b/FirstVillainLibrary/obj/Release/.NETFramework,Version=v4.8.AssemblyAttributes.cs new file mode 100644 index 0000000..15efebf --- /dev/null +++ b/FirstVillainLibrary/obj/Release/.NETFramework,Version=v4.8.AssemblyAttributes.cs @@ -0,0 +1,4 @@ +// +using System; +using System.Reflection; +[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] diff --git a/FirstVillainLibrary/obj/Release/DesignTimeResolveAssemblyReferencesInput.cache b/FirstVillainLibrary/obj/Release/DesignTimeResolveAssemblyReferencesInput.cache new file mode 100644 index 0000000..93626b5 Binary files /dev/null and b/FirstVillainLibrary/obj/Release/DesignTimeResolveAssemblyReferencesInput.cache differ diff --git a/FirstVillainLibrary/obj/Release/FirstVillainLibrary.csproj.AssemblyReference.cache b/FirstVillainLibrary/obj/Release/FirstVillainLibrary.csproj.AssemblyReference.cache new file mode 100644 index 0000000..f5e894a Binary files /dev/null and b/FirstVillainLibrary/obj/Release/FirstVillainLibrary.csproj.AssemblyReference.cache differ diff --git 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+E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\obj\Release\FirstVillainLibrary.csproj.CopyComplete +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\obj\Release\FirstVillainLibrary.dll +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\obj\Release\FirstVillainLibrary.pdb +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Release\ExcelDataReader.DataSet.dll +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Release\ExcelDataReader.dll +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Release\ExcelDataReader.pdb +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Release\ExcelDataReader.xml +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Release\ExcelDataReader.DataSet.pdb +E:\VisualStudioProjects\FirstVillainLibrary\FirstVillainLibrary\bin\Release\ExcelDataReader.DataSet.xml 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b/packages/ExcelDataReader.3.6.0/lib/net20/ExcelDataReader.pdb new file mode 100644 index 0000000..9ae0f4a Binary files /dev/null and b/packages/ExcelDataReader.3.6.0/lib/net20/ExcelDataReader.pdb differ diff --git a/packages/ExcelDataReader.3.6.0/lib/net20/ExcelDataReader.xml b/packages/ExcelDataReader.3.6.0/lib/net20/ExcelDataReader.xml new file mode 100644 index 0000000..dc62d59 --- /dev/null +++ b/packages/ExcelDataReader.3.6.0/lib/net20/ExcelDataReader.xml @@ -0,0 +1,1680 @@ + + + + ExcelDataReader + + + + + A range for cells using 0 index positions. + + + + + Gets the column the range starts in + + + + + Gets the row the range starts in + + + + + Gets the column the range ends in + + + + + Gets the row the range ends in + + + + + If present the Calculate Message was in the status bar when Excel saved the file. + This occurs if the sheet changed, the Manual calculation option was on, and the Recalculate Before Save option was off. + + + + + Gets the string value. Encoding is only used with BIFF2-5 byte strings. + + + + + Represents blank cell + Base class for all cell types + + + + + Gets the zero-based index of row containing this cell. + + + + + Gets the zero-based index of column containing this cell. + + + + + Gets the extended format used for this cell. If BIFF2 and this value is 63, this record was preceded by an IXFE record containing the actual XFormat >= 63. + + + + + Gets the number format used for this cell. Only used in BIFF2 without XF records. Used by Excel 2.0/2.1 instead of XF/IXFE records. + + + + + + + + Gets a value indicating whether the cell's record identifier is BIFF2-specific. + The shared binary layout of BIFF2 cells are different from BIFF3+. + + + + + Represents BIFF BOF record + + + + + Gets the version. + + + + + Gets the type of the BIFF block + + + + + Gets the creation Id. + + Not used before BIFF5 + + + + Gets the creation year. + + Not used before BIFF5 + + + + Gets the file history flag. + + Not used before BIFF8 + + + + Gets the minimum Excel version to open this file. + + Not used before BIFF8 + + + + Represents Sheet record in Workbook Globals + + + + + Gets the worksheet data start offset. + + + + + Gets the worksheet type. + + + + + Gets the visibility of the worksheet. + + + + + Gets the name of the worksheet. + + + + + Represents additional space for very large records + + + + + Represents cell-indexing record, finishes each row values block + + + + + Gets the offset of first row linked with this record + + + + + Gets the addresses of cell values. + + + + + Gets the row height in twips + + + + + Represents Dimensions of worksheet + + + + + Gets the index of first row. + + + + + Gets the index of last row + 1. + + + + + Gets the index of first column. + + + + + Gets the index of last column + 1. + + + + + Represents BIFF EOF resord + + + + + Represents FILEPASS record containing XOR obfuscation details or a an EncryptionInfo structure + + + + + Represents a string value of format + + + + + Gets the string value. + + + + + Represents a cell containing formula + + + + + Indicates that a string value is stored in a String record that immediately follows this record. See[MS - XLS] 2.5.133 FormulaValue. + + + + + Indecates that the formula value is an empty string. + + + + + Indicates that the property is valid. + + + + + Indicates that the property is valid. + + + + + Indicates that the property is valid. + + + + + Gets the formula flags + + + + + Gets the formula value type. + + + + + Represents a string value of formula + + + + + Gets the string value. + + + + + Represents a string value of a header or footer. + + + + + Gets the string value. + + + + + Represents a worksheet index + + + + + Gets a value indicating whether BIFF8 addressing is used or not. + + + + + Gets the zero-based index of first existing row + + + + + Gets the zero-based index of last existing row + + + + + Gets the addresses of DbCell records + + + + + Represents a constant integer number in range 0..65535 + + + + + Gets the cell value. + + + + + Represents InterfaceHdr record in Wokrbook Globals + + + + + Gets the CodePage for Interface Header + + + + + [MS-XLS] 2.4.148 Label + Represents a string + + + + + Gets the cell value. + + + + + Represents a string stored in SST + + + + + Gets the index of string in Shared String Table + + + + + [MS-XLS] 2.4.168 MergeCells + If the count of the merged cells in the document is greater than 1026, the file will contain multiple adjacent MergeCells records. + + + + + Represents MSO Drawing record + + + + + Represents multiple Blank cell + + + + + Gets the zero-based index of last described column + + + + + Returns format forspecified column, column must be between ColumnIndex and LastColumnIndex + + Index of column + Format + + + + Represents multiple RK number cells + + + + + Gets the zero-based index of last described column + + + + + Returns format for specified column + + Index of column, must be between ColumnIndex and LastColumnIndex + The format. + + + + Gets the value for specified column + + Index of column, must be between ColumnIndex and LastColumnIndex + The value. + + + + Represents a floating-point number + + + + + Gets the value of this cell + + + + + For now QuickTip will do nothing, it seems to have a different + + + + + Represents basic BIFF record + Base class for all BIFF record types + + + + + Gets the type Id of this entry + + + + + Gets the data size of this entry + + + + + Gets the whole size of structure + + + + + Represents an RK number cell + + + + + Gets the value of this cell + + + + + Decodes RK-encoded number + + Encoded number + The number. + + + + Represents row record in table + + + + + Gets the zero-based index of row described + + + + + Gets the index of first defined column + + + + + Gets the index of last defined column + + + + + Gets a value indicating whether to use the default row height instead of the RowHeight property + + + + + Gets the row height in twips. + + + + + Gets a value indicating whether the XFormat property is used + + + + + Gets the default format for this row + + + + + Represents record with the only two-bytes value + + + + + Gets the value + + + + + Represents a Shared String Table in BIFF8 format + + + + + Gets the number of strings in SST + + + + + Gets the count of unique strings in SST + + + + + Parses strings out of the SST record and subsequent Continue records from the BIFF stream + + + + + Returns string at specified index + + Index of string to get + Workbook encoding + string value if it was found, empty string otherwise + + + + Represents a BIFF stream + + + + + Gets the size of BIFF stream in bytes + + + + + Gets or sets the current position in BIFF stream + + + + + Gets or sets the ICryptoTransform instance used to decrypt the current block + + + + + Gets or sets the current block number being decrypted with CipherTransform + + + + + Sets stream pointer to the specified offset + + Offset value + Offset origin + + + + Reads record under cursor and advances cursor position to next record + + The record -or- null. + + + + Returns record at specified offset + + The stream + The record -or- null. + + + + Create an ICryptoTransform instance to decrypt a 1024-byte block + + + + + Decrypt some dummy bytes to align the decryptor with the position in the current 1024-byte block + + + + + If present the Calculate Message was in the status bar when Excel saved the file. + This occurs if the sheet changed, the Manual calculation option was on, and the Recalculate Before Save option was off. + + + + + Represents Workbook's global window description + + + + + Gets the X position of a window + + + + + Gets the Y position of a window + + + + + Gets the width of the window + + + + + Gets the height of the window + + + + + Gets the window flags + + + + + Gets the active workbook tab (zero-based) + + + + + Gets the first visible workbook tab (zero-based) + + + + + Gets the number of selected workbook tabs + + + + + Gets the workbook tab width to horizontal scrollbar width + + + + + Word-sized string, stored as single bytes with encoding from CodePage record. Used in BIFF2-5 + + + + + Gets the number of characters in the string. + + + + + Gets the value. + + + + + Plain string without backing storage. Used internally + + + + + Byte sized string, stored as bytes, with encoding from CodePage record. Used in BIFF2-5 . + + + + + [MS-XLS] 2.5.240 ShortXLUnicodeString + Byte-sized string, stored as single or multibyte unicode characters. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Helper class for parsing the BIFF8 Shared String Table (SST) + + + + + Gets or sets the offset into the current record's byte content. May point at the end when the current record has been parsed entirely. + + + + + Reads an SST string potentially spanning multiple records + + The string + + + + If the read position is exactly at the end of a record: + Read the next continue record and update the read position. + + + + + Advances the read position a number of bytes, potentially spanning + multiple records. + NOTE: If the new read position ends on a record boundary, + the next record will not be read, and the read position will point + at the end of the record! Must call EnsureRecord() as needed + to read the next continue record and reset the read position. + + Number of bytes to skip + + + + [MS-XLS] 2.5.293 XLUnicodeRichExtendedString + Word-sized formatted string in SST, stored as single or multibyte unicode characters potentially spanning multiple Continue records. + + + + + Gets the number of characters in the string. + + + + + Gets the flags. + + + + + Gets a value indicating whether the string has an extended record. + + + + + Gets a value indicating whether the string has a formatting record. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Gets the number of formats used for formatting (0 if string has no formatting) + + + + + Gets the size of extended string in bytes, 0 if there is no one + + + + + Gets the head (before string data) size in bytes + + + + + Gets the tail (after string data) size in bytes + + + + + [MS-XLS] 2.5.294 XLUnicodeString + Word-sized string, stored as single or multibyte unicode characters. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Represents Globals section of workbook + + + + + Gets or sets the Shared String Table of workbook + + + + + Represents Worksheet section in workbook + + + + + Gets the worksheet name + + + + + Gets the visibility of worksheet + + + + + Gets the worksheet data offset. + + + + + Find how many rows to read at a time and their offset in the file. + If rows are stored sequentially in the file, returns a block size of up to 32 rows. + If rows are stored non-sequentially, the block size may extend up to the entire worksheet stream + + + + + Reads additional records if needed: a string record might follow a formula result + + + + + Returns an index into Workbook.Formats for the given cell and preceding ixfe record. + + + + + Gets or sets the zero-based column index. + + + + + Common handling of extended formats (XF) and mappings between file-based and global number format indices. + + + + + Gets the dictionary of global number format strings. Always includes the built-in formats at their + corresponding indices and any additional formats specified in the workbook file. + + + + + Gets the the dictionary of mappings between format index in the file and key in the Formats dictionary. + + + + + Returns the global number format index from an XF index. + + + + + Returns the global number format index from a file-based format index. + + + + + Registers a number format string and its file-based format index in the workbook's Formats dictionary. + If the format string matches a built-in or previously registered format, it will be mapped to that index. + + + + + Registers an extended format and its file based number format index. + + + + + Represents single Root Directory record + + + + + Gets or sets the name of directory entry + + + + + Gets or sets the entry type + + + + + Gets or sets the entry "color" in directory tree + + + + + Gets or sets the SID of left sibling + + 0xFFFFFFFF if there's no one + + + + Gets or sets the SID of right sibling + + 0xFFFFFFFF if there's no one + + + + Gets or sets the SID of first child (if EntryType is STGTY_STORAGE) + + 0xFFFFFFFF if there's no one + + + + Gets or sets the CLSID of container (if EntryType is STGTY_STORAGE) + + + + + Gets or sets the user flags of container (if EntryType is STGTY_STORAGE) + + + + + Gets or sets the creation time of entry + + + + + Gets or sets the last modification time of entry + + + + + Gets or sets the first sector of data stream (if EntryType is STGTY_STREAM) + + if EntryType is STGTY_ROOT, this can be first sector of MiniStream + + + + Gets or sets the size of data stream (if EntryType is STGTY_STREAM) + + if EntryType is STGTY_ROOT, this can be size of MiniStream + + + + Gets or sets a value indicating whether this entry relats to a ministream + + + + + Gets or sets the prop type. Reserved, must be 0. + + + + + Reads bytes from a regular or mini stream. + + + + + The header contains the first 109 DIF entries. If there are any more, read from a separate stream. + + + + + Represents Excel file header + + + + + Gets or sets the file signature + + + + + Gets a value indicating whether the signature is valid. + + + + + Gets or sets the class id. Typically filled with zeroes + + + + + Gets or sets the version. Must be 0x003E + + + + + Gets or sets the dll version. Must be 0x0003 + + + + + Gets or sets the byte order. Must be 0xFFFE + + + + + Gets or sets the sector size in Pot + + + + + Gets the sector size. Typically 512 + + + + + Gets or sets the mini sector size in Pot + + + + + Gets the mini sector size. Typically 64 + + + + + Gets or sets the number of directory sectors. If Major Version is 3, the Number of + Directory Sectors MUST be zero. This field is not supported for version 3 compound files + + + + + Gets or sets the number of FAT sectors + + + + + Gets or sets the number of first Root Directory Entry (Property Set Storage, FAT Directory) sector + + + + + Gets or sets the transaction signature, 0 for Excel + + + + + Gets or sets the maximum size for small stream, typically 4096 bytes + + + + + Gets or sets the first sector of Mini FAT, FAT_EndOfChain if there's no one + + + + + Gets or sets the number of sectors in Mini FAT, 0 if there's no one + + + + + Gets or sets the first sector of DIF, FAT_EndOfChain if there's no one + + + + + Gets or sets the number of sectors in DIF, 0 if there's no one + + + + + Gets or sets the first 109 locations in the DIF sector chain + + + + + Reads completely through a CSV stream to determine encoding, separator, field count and row count. + Uses fallbackEncoding if there is no BOM. Throws DecoderFallbackException if there are invalid characters in the stream. + Returns the separator whose average field count is closest to its max field count. + + + + + Low level, reentrant CSV parser. Call ParseBuffer() in a loop, and finally Flush() to empty the internal buffers. + + + + + Helpers class + + + + + Determines whether the encoding is single byte or not. + + The encoding. + + if the specified encoding is single byte; otherwise, . + + + + + Convert a double from Excel to an OA DateTime double. + The returned value is normalized to the '1900' date mode and adjusted for the 1900 leap year bug. + + + + + The common workbook interface between the binary and OpenXml formats + + A type implementing IWorksheet + + + + The common worksheet interface between the binary and OpenXml formats + + + + + Parse ECMA-376 number format strings from Excel and other spreadsheet softwares. + + + + + Initializes a new instance of the class. + + The number format string. + + + + Gets a value indicating whether the number format string is valid. + + + + + Gets the number format string. + + + + + Gets a value indicating whether the format represents a DateTime + + + + + Gets a value indicating whether the format represents a TimeSpan + + + + + Parses as many placeholders and literals needed to format a number with optional decimals. + Returns number of tokens parsed, or 0 if the tokens didn't form a number. + + + + + A seekable stream for reading an EncryptedPackage blob using OpenXml Agile Encryption. + + + + + Represents "Agile Encryption" used in XLSX (Office 2010 and newer) + + + + + Base class for the various encryption schemes used by Excel + + + + + Gets a value indicating whether XOR obfuscation is used. + When true, the ICryptoTransform can be cast to XorTransform and + handle the special case where XorArrayIndex must be manipulated + per record. + + + + + Represents the binary RC4+MD5 encryption header used in XLS. + + + + + Minimal RC4 decryption compatible with System.Security.Cryptography.SymmetricAlgorithm. + + + + + Represents the binary "Standard Encryption" header used in XLS and XLSX. + XLS uses RC4+SHA1. XLSX uses AES+SHA1. + + + + + 2.3.5.2 RC4 CryptoAPI Encryption Key Generation + + + + + 2.3.4.7 ECMA-376 Document Encryption Key Generation (Standard Encryption) + + + + + Represents "XOR Deobfucation Method 1" used in XLS. + + + + + Minimal Office "XOR Deobfuscation Method 1" implementation compatible + with System.Security.Cryptography.SymmetricAlgorithm. + + + + + Generates a 16 byte obfuscation array based on the POI/LibreOffice implementations + + + + + Gets or sets the obfuscation array index. BIFF obfuscation uses a different XorArrayIndex per record. + + + + + Base class for worksheet stream elements + + + + + Shared string table + + + + + Logic for the Excel dimensions. Ex: A15 + + The value. + The column, 1-based. + The row, 1-based. + + + + Gets or sets the zero-based row index. + + + + + Gets or sets the height of this row in points. Zero if hidden or collapsed. + + + + + Gets or sets the cells in this row. + + + + + Gets a value indicating whether the row is empty. NOTE: Returns true if there are empty, but formatted cells. + + + + + Returns the zero-based maximum column index reference on this row. + + + + + Initializes a new instance of the class. + + The zip file stream. + + + + Gets the shared strings stream. + + The shared strings stream. + + + + Gets the styles stream. + + The styles stream. + + + + Gets the workbook stream. + + The workbook stream. + + + + Gets the worksheet stream. + + The sheet id. + The worksheet stream. + + + + Gets the workbook rels stream. + + The rels stream. + + + + ExcelDataReader Class + + + + + A generic implementation of the IExcelDataReader interface using IWorkbook/IWorksheet to enumerate data. + + A type implementing IWorkbook + A type implementing IWorksheet + + + + + + + + + + Configuration options for an instance of ExcelDataReader. + + + + + Gets or sets a value indicating the encoding to use when the input XLS lacks a CodePage record, + or when the input CSV lacks a BOM and does not parse as UTF8. Default: cp1252. (XLS BIFF2-5 and CSV only) + + + + + Gets or sets the password used to open password protected workbooks. + + + + + Gets or sets an array of CSV separator candidates. The reader autodetects which best fits the input data. Default: , ; TAB | # (CSV only) + + + + + Gets or sets a value indicating whether to leave the stream open after the IExcelDataReader object is disposed. Default: false + + + + + Gets or sets a value indicating the number of rows to analyze for encoding, separator and field count in a CSV. + When set, this option causes the IExcelDataReader.RowCount property to throw an exception. + Default: 0 - analyzes the entire file (CSV only, has no effect on other formats) + + + + + The ExcelReader Factory + + + + + Creates an instance of or + + The file stream. + The configuration object. + The excel data reader. + + + + Creates an instance of + + The file stream. + The configuration object. + The excel data reader. + + + + Creates an instance of + + The file stream. + The reader configuration -or- to use the default configuration. + The excel data reader. + + + + Creates an instance of ExcelCsvReader + + The file stream. + The reader configuration -or- to use the default configuration. + The excel data reader. + + + + Thrown when there is a problem parsing the Compound Document container format used by XLS and password-protected XLSX. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Base class for exceptions thrown by ExcelDataReader + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Initializes a new instance of the class. + + The serialization info + The streaming context + + + + Thrown when ExcelDataReader cannot parse the header + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Initializes a new instance of the class. + + The serialization info + The streaming context + + + + Thrown when ExcelDataReader cannot open a password protected document because the password + + + + + Initializes a new instance of the class. + + The error message + + + + Header and footer text. + + + + + Gets a value indicating whether the header and footer are different on the first page. + + + + + Gets a value indicating whether the header and footer are different on odd and even pages. + + + + + Gets the header used for the first page if is . + + + + + Gets the footer used for the first page if is . + + + + + Gets the header used for odd pages -or- all pages if is . + + + + + Gets the footer used for odd pages -or- all pages if is . + + + + + Gets the header used for even pages if is . + + + + + Gets the footer used for even pages if is . + + + + + The ExcelDataReader interface + + + + + Gets the sheet name. + + + + + Gets the sheet VBA code name. + + + + + Gets the sheet visible state. + + + + + Gets the sheet header and footer -or- if none set. + + + + + Gets the list of merged cell ranges. + + + + + Gets the number of results (workbooks). + + + + + Gets the number of rows in the current result. + + + + + Gets the height of the current row in points. + + + + + Seeks to the first result. + + + + + Gets the number format for the specified field -or- if there is no value. + + The index of the field to find. + The number format string of the specified field. + + + + Gets the number format index for the specified field -or- -1 if there is no value. + + The index of the field to find. + The number format index of the specified field. + + + + Gets the width the specified column. + + The index of the column to find. + The width of the specified column. + + + + Custom interface for logging messages + + + + + Debug level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Info level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Warn level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Error level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Fatal level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Factory interface for loggers. + + + + + Create a logger for the specified type. + + The type to create a logger for. + The logger instance. + + + + logger type initialization + + + + + Sets up logging to be with a certain type + + The type of ILog for the application to use + + + + Initializes a new instance of a logger for an object. + This should be done only once per object name. + + The type to get a logger for. + ILog instance for an object if log type has been intialized; otherwise a null logger. + + + + The default logger until one is set. + + + + + + + + + + + + + + + + + + + + + + + 2.0 version of LogExtensions, not as awesome as Extension methods + + + + + Gets the logger for a type. + + The type to fetch a logger for. + The type to get the logger for. + Instance of a logger for the object. + This method is thread safe. + + + diff --git a/packages/ExcelDataReader.3.6.0/lib/net45/ExcelDataReader.dll b/packages/ExcelDataReader.3.6.0/lib/net45/ExcelDataReader.dll new file mode 100644 index 0000000..767f8da Binary files /dev/null and b/packages/ExcelDataReader.3.6.0/lib/net45/ExcelDataReader.dll differ diff --git a/packages/ExcelDataReader.3.6.0/lib/net45/ExcelDataReader.pdb b/packages/ExcelDataReader.3.6.0/lib/net45/ExcelDataReader.pdb new file mode 100644 index 0000000..c1e467d Binary files /dev/null and b/packages/ExcelDataReader.3.6.0/lib/net45/ExcelDataReader.pdb differ diff --git a/packages/ExcelDataReader.3.6.0/lib/net45/ExcelDataReader.xml b/packages/ExcelDataReader.3.6.0/lib/net45/ExcelDataReader.xml new file mode 100644 index 0000000..dc62d59 --- /dev/null +++ b/packages/ExcelDataReader.3.6.0/lib/net45/ExcelDataReader.xml @@ -0,0 +1,1680 @@ + + + + ExcelDataReader + + + + + A range for cells using 0 index positions. + + + + + Gets the column the range starts in + + + + + Gets the row the range starts in + + + + + Gets the column the range ends in + + + + + Gets the row the range ends in + + + + + If present the Calculate Message was in the status bar when Excel saved the file. + This occurs if the sheet changed, the Manual calculation option was on, and the Recalculate Before Save option was off. + + + + + Gets the string value. Encoding is only used with BIFF2-5 byte strings. + + + + + Represents blank cell + Base class for all cell types + + + + + Gets the zero-based index of row containing this cell. + + + + + Gets the zero-based index of column containing this cell. + + + + + Gets the extended format used for this cell. If BIFF2 and this value is 63, this record was preceded by an IXFE record containing the actual XFormat >= 63. + + + + + Gets the number format used for this cell. Only used in BIFF2 without XF records. Used by Excel 2.0/2.1 instead of XF/IXFE records. + + + + + + + + Gets a value indicating whether the cell's record identifier is BIFF2-specific. + The shared binary layout of BIFF2 cells are different from BIFF3+. + + + + + Represents BIFF BOF record + + + + + Gets the version. + + + + + Gets the type of the BIFF block + + + + + Gets the creation Id. + + Not used before BIFF5 + + + + Gets the creation year. + + Not used before BIFF5 + + + + Gets the file history flag. + + Not used before BIFF8 + + + + Gets the minimum Excel version to open this file. + + Not used before BIFF8 + + + + Represents Sheet record in Workbook Globals + + + + + Gets the worksheet data start offset. + + + + + Gets the worksheet type. + + + + + Gets the visibility of the worksheet. + + + + + Gets the name of the worksheet. + + + + + Represents additional space for very large records + + + + + Represents cell-indexing record, finishes each row values block + + + + + Gets the offset of first row linked with this record + + + + + Gets the addresses of cell values. + + + + + Gets the row height in twips + + + + + Represents Dimensions of worksheet + + + + + Gets the index of first row. + + + + + Gets the index of last row + 1. + + + + + Gets the index of first column. + + + + + Gets the index of last column + 1. + + + + + Represents BIFF EOF resord + + + + + Represents FILEPASS record containing XOR obfuscation details or a an EncryptionInfo structure + + + + + Represents a string value of format + + + + + Gets the string value. + + + + + Represents a cell containing formula + + + + + Indicates that a string value is stored in a String record that immediately follows this record. See[MS - XLS] 2.5.133 FormulaValue. + + + + + Indecates that the formula value is an empty string. + + + + + Indicates that the property is valid. + + + + + Indicates that the property is valid. + + + + + Indicates that the property is valid. + + + + + Gets the formula flags + + + + + Gets the formula value type. + + + + + Represents a string value of formula + + + + + Gets the string value. + + + + + Represents a string value of a header or footer. + + + + + Gets the string value. + + + + + Represents a worksheet index + + + + + Gets a value indicating whether BIFF8 addressing is used or not. + + + + + Gets the zero-based index of first existing row + + + + + Gets the zero-based index of last existing row + + + + + Gets the addresses of DbCell records + + + + + Represents a constant integer number in range 0..65535 + + + + + Gets the cell value. + + + + + Represents InterfaceHdr record in Wokrbook Globals + + + + + Gets the CodePage for Interface Header + + + + + [MS-XLS] 2.4.148 Label + Represents a string + + + + + Gets the cell value. + + + + + Represents a string stored in SST + + + + + Gets the index of string in Shared String Table + + + + + [MS-XLS] 2.4.168 MergeCells + If the count of the merged cells in the document is greater than 1026, the file will contain multiple adjacent MergeCells records. + + + + + Represents MSO Drawing record + + + + + Represents multiple Blank cell + + + + + Gets the zero-based index of last described column + + + + + Returns format forspecified column, column must be between ColumnIndex and LastColumnIndex + + Index of column + Format + + + + Represents multiple RK number cells + + + + + Gets the zero-based index of last described column + + + + + Returns format for specified column + + Index of column, must be between ColumnIndex and LastColumnIndex + The format. + + + + Gets the value for specified column + + Index of column, must be between ColumnIndex and LastColumnIndex + The value. + + + + Represents a floating-point number + + + + + Gets the value of this cell + + + + + For now QuickTip will do nothing, it seems to have a different + + + + + Represents basic BIFF record + Base class for all BIFF record types + + + + + Gets the type Id of this entry + + + + + Gets the data size of this entry + + + + + Gets the whole size of structure + + + + + Represents an RK number cell + + + + + Gets the value of this cell + + + + + Decodes RK-encoded number + + Encoded number + The number. + + + + Represents row record in table + + + + + Gets the zero-based index of row described + + + + + Gets the index of first defined column + + + + + Gets the index of last defined column + + + + + Gets a value indicating whether to use the default row height instead of the RowHeight property + + + + + Gets the row height in twips. + + + + + Gets a value indicating whether the XFormat property is used + + + + + Gets the default format for this row + + + + + Represents record with the only two-bytes value + + + + + Gets the value + + + + + Represents a Shared String Table in BIFF8 format + + + + + Gets the number of strings in SST + + + + + Gets the count of unique strings in SST + + + + + Parses strings out of the SST record and subsequent Continue records from the BIFF stream + + + + + Returns string at specified index + + Index of string to get + Workbook encoding + string value if it was found, empty string otherwise + + + + Represents a BIFF stream + + + + + Gets the size of BIFF stream in bytes + + + + + Gets or sets the current position in BIFF stream + + + + + Gets or sets the ICryptoTransform instance used to decrypt the current block + + + + + Gets or sets the current block number being decrypted with CipherTransform + + + + + Sets stream pointer to the specified offset + + Offset value + Offset origin + + + + Reads record under cursor and advances cursor position to next record + + The record -or- null. + + + + Returns record at specified offset + + The stream + The record -or- null. + + + + Create an ICryptoTransform instance to decrypt a 1024-byte block + + + + + Decrypt some dummy bytes to align the decryptor with the position in the current 1024-byte block + + + + + If present the Calculate Message was in the status bar when Excel saved the file. + This occurs if the sheet changed, the Manual calculation option was on, and the Recalculate Before Save option was off. + + + + + Represents Workbook's global window description + + + + + Gets the X position of a window + + + + + Gets the Y position of a window + + + + + Gets the width of the window + + + + + Gets the height of the window + + + + + Gets the window flags + + + + + Gets the active workbook tab (zero-based) + + + + + Gets the first visible workbook tab (zero-based) + + + + + Gets the number of selected workbook tabs + + + + + Gets the workbook tab width to horizontal scrollbar width + + + + + Word-sized string, stored as single bytes with encoding from CodePage record. Used in BIFF2-5 + + + + + Gets the number of characters in the string. + + + + + Gets the value. + + + + + Plain string without backing storage. Used internally + + + + + Byte sized string, stored as bytes, with encoding from CodePage record. Used in BIFF2-5 . + + + + + [MS-XLS] 2.5.240 ShortXLUnicodeString + Byte-sized string, stored as single or multibyte unicode characters. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Helper class for parsing the BIFF8 Shared String Table (SST) + + + + + Gets or sets the offset into the current record's byte content. May point at the end when the current record has been parsed entirely. + + + + + Reads an SST string potentially spanning multiple records + + The string + + + + If the read position is exactly at the end of a record: + Read the next continue record and update the read position. + + + + + Advances the read position a number of bytes, potentially spanning + multiple records. + NOTE: If the new read position ends on a record boundary, + the next record will not be read, and the read position will point + at the end of the record! Must call EnsureRecord() as needed + to read the next continue record and reset the read position. + + Number of bytes to skip + + + + [MS-XLS] 2.5.293 XLUnicodeRichExtendedString + Word-sized formatted string in SST, stored as single or multibyte unicode characters potentially spanning multiple Continue records. + + + + + Gets the number of characters in the string. + + + + + Gets the flags. + + + + + Gets a value indicating whether the string has an extended record. + + + + + Gets a value indicating whether the string has a formatting record. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Gets the number of formats used for formatting (0 if string has no formatting) + + + + + Gets the size of extended string in bytes, 0 if there is no one + + + + + Gets the head (before string data) size in bytes + + + + + Gets the tail (after string data) size in bytes + + + + + [MS-XLS] 2.5.294 XLUnicodeString + Word-sized string, stored as single or multibyte unicode characters. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Represents Globals section of workbook + + + + + Gets or sets the Shared String Table of workbook + + + + + Represents Worksheet section in workbook + + + + + Gets the worksheet name + + + + + Gets the visibility of worksheet + + + + + Gets the worksheet data offset. + + + + + Find how many rows to read at a time and their offset in the file. + If rows are stored sequentially in the file, returns a block size of up to 32 rows. + If rows are stored non-sequentially, the block size may extend up to the entire worksheet stream + + + + + Reads additional records if needed: a string record might follow a formula result + + + + + Returns an index into Workbook.Formats for the given cell and preceding ixfe record. + + + + + Gets or sets the zero-based column index. + + + + + Common handling of extended formats (XF) and mappings between file-based and global number format indices. + + + + + Gets the dictionary of global number format strings. Always includes the built-in formats at their + corresponding indices and any additional formats specified in the workbook file. + + + + + Gets the the dictionary of mappings between format index in the file and key in the Formats dictionary. + + + + + Returns the global number format index from an XF index. + + + + + Returns the global number format index from a file-based format index. + + + + + Registers a number format string and its file-based format index in the workbook's Formats dictionary. + If the format string matches a built-in or previously registered format, it will be mapped to that index. + + + + + Registers an extended format and its file based number format index. + + + + + Represents single Root Directory record + + + + + Gets or sets the name of directory entry + + + + + Gets or sets the entry type + + + + + Gets or sets the entry "color" in directory tree + + + + + Gets or sets the SID of left sibling + + 0xFFFFFFFF if there's no one + + + + Gets or sets the SID of right sibling + + 0xFFFFFFFF if there's no one + + + + Gets or sets the SID of first child (if EntryType is STGTY_STORAGE) + + 0xFFFFFFFF if there's no one + + + + Gets or sets the CLSID of container (if EntryType is STGTY_STORAGE) + + + + + Gets or sets the user flags of container (if EntryType is STGTY_STORAGE) + + + + + Gets or sets the creation time of entry + + + + + Gets or sets the last modification time of entry + + + + + Gets or sets the first sector of data stream (if EntryType is STGTY_STREAM) + + if EntryType is STGTY_ROOT, this can be first sector of MiniStream + + + + Gets or sets the size of data stream (if EntryType is STGTY_STREAM) + + if EntryType is STGTY_ROOT, this can be size of MiniStream + + + + Gets or sets a value indicating whether this entry relats to a ministream + + + + + Gets or sets the prop type. Reserved, must be 0. + + + + + Reads bytes from a regular or mini stream. + + + + + The header contains the first 109 DIF entries. If there are any more, read from a separate stream. + + + + + Represents Excel file header + + + + + Gets or sets the file signature + + + + + Gets a value indicating whether the signature is valid. + + + + + Gets or sets the class id. Typically filled with zeroes + + + + + Gets or sets the version. Must be 0x003E + + + + + Gets or sets the dll version. Must be 0x0003 + + + + + Gets or sets the byte order. Must be 0xFFFE + + + + + Gets or sets the sector size in Pot + + + + + Gets the sector size. Typically 512 + + + + + Gets or sets the mini sector size in Pot + + + + + Gets the mini sector size. Typically 64 + + + + + Gets or sets the number of directory sectors. If Major Version is 3, the Number of + Directory Sectors MUST be zero. This field is not supported for version 3 compound files + + + + + Gets or sets the number of FAT sectors + + + + + Gets or sets the number of first Root Directory Entry (Property Set Storage, FAT Directory) sector + + + + + Gets or sets the transaction signature, 0 for Excel + + + + + Gets or sets the maximum size for small stream, typically 4096 bytes + + + + + Gets or sets the first sector of Mini FAT, FAT_EndOfChain if there's no one + + + + + Gets or sets the number of sectors in Mini FAT, 0 if there's no one + + + + + Gets or sets the first sector of DIF, FAT_EndOfChain if there's no one + + + + + Gets or sets the number of sectors in DIF, 0 if there's no one + + + + + Gets or sets the first 109 locations in the DIF sector chain + + + + + Reads completely through a CSV stream to determine encoding, separator, field count and row count. + Uses fallbackEncoding if there is no BOM. Throws DecoderFallbackException if there are invalid characters in the stream. + Returns the separator whose average field count is closest to its max field count. + + + + + Low level, reentrant CSV parser. Call ParseBuffer() in a loop, and finally Flush() to empty the internal buffers. + + + + + Helpers class + + + + + Determines whether the encoding is single byte or not. + + The encoding. + + if the specified encoding is single byte; otherwise, . + + + + + Convert a double from Excel to an OA DateTime double. + The returned value is normalized to the '1900' date mode and adjusted for the 1900 leap year bug. + + + + + The common workbook interface between the binary and OpenXml formats + + A type implementing IWorksheet + + + + The common worksheet interface between the binary and OpenXml formats + + + + + Parse ECMA-376 number format strings from Excel and other spreadsheet softwares. + + + + + Initializes a new instance of the class. + + The number format string. + + + + Gets a value indicating whether the number format string is valid. + + + + + Gets the number format string. + + + + + Gets a value indicating whether the format represents a DateTime + + + + + Gets a value indicating whether the format represents a TimeSpan + + + + + Parses as many placeholders and literals needed to format a number with optional decimals. + Returns number of tokens parsed, or 0 if the tokens didn't form a number. + + + + + A seekable stream for reading an EncryptedPackage blob using OpenXml Agile Encryption. + + + + + Represents "Agile Encryption" used in XLSX (Office 2010 and newer) + + + + + Base class for the various encryption schemes used by Excel + + + + + Gets a value indicating whether XOR obfuscation is used. + When true, the ICryptoTransform can be cast to XorTransform and + handle the special case where XorArrayIndex must be manipulated + per record. + + + + + Represents the binary RC4+MD5 encryption header used in XLS. + + + + + Minimal RC4 decryption compatible with System.Security.Cryptography.SymmetricAlgorithm. + + + + + Represents the binary "Standard Encryption" header used in XLS and XLSX. + XLS uses RC4+SHA1. XLSX uses AES+SHA1. + + + + + 2.3.5.2 RC4 CryptoAPI Encryption Key Generation + + + + + 2.3.4.7 ECMA-376 Document Encryption Key Generation (Standard Encryption) + + + + + Represents "XOR Deobfucation Method 1" used in XLS. + + + + + Minimal Office "XOR Deobfuscation Method 1" implementation compatible + with System.Security.Cryptography.SymmetricAlgorithm. + + + + + Generates a 16 byte obfuscation array based on the POI/LibreOffice implementations + + + + + Gets or sets the obfuscation array index. BIFF obfuscation uses a different XorArrayIndex per record. + + + + + Base class for worksheet stream elements + + + + + Shared string table + + + + + Logic for the Excel dimensions. Ex: A15 + + The value. + The column, 1-based. + The row, 1-based. + + + + Gets or sets the zero-based row index. + + + + + Gets or sets the height of this row in points. Zero if hidden or collapsed. + + + + + Gets or sets the cells in this row. + + + + + Gets a value indicating whether the row is empty. NOTE: Returns true if there are empty, but formatted cells. + + + + + Returns the zero-based maximum column index reference on this row. + + + + + Initializes a new instance of the class. + + The zip file stream. + + + + Gets the shared strings stream. + + The shared strings stream. + + + + Gets the styles stream. + + The styles stream. + + + + Gets the workbook stream. + + The workbook stream. + + + + Gets the worksheet stream. + + The sheet id. + The worksheet stream. + + + + Gets the workbook rels stream. + + The rels stream. + + + + ExcelDataReader Class + + + + + A generic implementation of the IExcelDataReader interface using IWorkbook/IWorksheet to enumerate data. + + A type implementing IWorkbook + A type implementing IWorksheet + + + + + + + + + + Configuration options for an instance of ExcelDataReader. + + + + + Gets or sets a value indicating the encoding to use when the input XLS lacks a CodePage record, + or when the input CSV lacks a BOM and does not parse as UTF8. Default: cp1252. (XLS BIFF2-5 and CSV only) + + + + + Gets or sets the password used to open password protected workbooks. + + + + + Gets or sets an array of CSV separator candidates. The reader autodetects which best fits the input data. Default: , ; TAB | # (CSV only) + + + + + Gets or sets a value indicating whether to leave the stream open after the IExcelDataReader object is disposed. Default: false + + + + + Gets or sets a value indicating the number of rows to analyze for encoding, separator and field count in a CSV. + When set, this option causes the IExcelDataReader.RowCount property to throw an exception. + Default: 0 - analyzes the entire file (CSV only, has no effect on other formats) + + + + + The ExcelReader Factory + + + + + Creates an instance of or + + The file stream. + The configuration object. + The excel data reader. + + + + Creates an instance of + + The file stream. + The configuration object. + The excel data reader. + + + + Creates an instance of + + The file stream. + The reader configuration -or- to use the default configuration. + The excel data reader. + + + + Creates an instance of ExcelCsvReader + + The file stream. + The reader configuration -or- to use the default configuration. + The excel data reader. + + + + Thrown when there is a problem parsing the Compound Document container format used by XLS and password-protected XLSX. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Base class for exceptions thrown by ExcelDataReader + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Initializes a new instance of the class. + + The serialization info + The streaming context + + + + Thrown when ExcelDataReader cannot parse the header + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Initializes a new instance of the class. + + The serialization info + The streaming context + + + + Thrown when ExcelDataReader cannot open a password protected document because the password + + + + + Initializes a new instance of the class. + + The error message + + + + Header and footer text. + + + + + Gets a value indicating whether the header and footer are different on the first page. + + + + + Gets a value indicating whether the header and footer are different on odd and even pages. + + + + + Gets the header used for the first page if is . + + + + + Gets the footer used for the first page if is . + + + + + Gets the header used for odd pages -or- all pages if is . + + + + + Gets the footer used for odd pages -or- all pages if is . + + + + + Gets the header used for even pages if is . + + + + + Gets the footer used for even pages if is . + + + + + The ExcelDataReader interface + + + + + Gets the sheet name. + + + + + Gets the sheet VBA code name. + + + + + Gets the sheet visible state. + + + + + Gets the sheet header and footer -or- if none set. + + + + + Gets the list of merged cell ranges. + + + + + Gets the number of results (workbooks). + + + + + Gets the number of rows in the current result. + + + + + Gets the height of the current row in points. + + + + + Seeks to the first result. + + + + + Gets the number format for the specified field -or- if there is no value. + + The index of the field to find. + The number format string of the specified field. + + + + Gets the number format index for the specified field -or- -1 if there is no value. + + The index of the field to find. + The number format index of the specified field. + + + + Gets the width the specified column. + + The index of the column to find. + The width of the specified column. + + + + Custom interface for logging messages + + + + + Debug level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Info level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Warn level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Error level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Fatal level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Factory interface for loggers. + + + + + Create a logger for the specified type. + + The type to create a logger for. + The logger instance. + + + + logger type initialization + + + + + Sets up logging to be with a certain type + + The type of ILog for the application to use + + + + Initializes a new instance of a logger for an object. + This should be done only once per object name. + + The type to get a logger for. + ILog instance for an object if log type has been intialized; otherwise a null logger. + + + + The default logger until one is set. + + + + + + + + + + + + + + + + + + + + + + + 2.0 version of LogExtensions, not as awesome as Extension methods + + + + + Gets the logger for a type. + + The type to fetch a logger for. + The type to get the logger for. + Instance of a logger for the object. + This method is thread safe. + + + diff --git a/packages/ExcelDataReader.3.6.0/lib/netstandard1.3/ExcelDataReader.dll b/packages/ExcelDataReader.3.6.0/lib/netstandard1.3/ExcelDataReader.dll new file mode 100644 index 0000000..1a7ff8c Binary files /dev/null and b/packages/ExcelDataReader.3.6.0/lib/netstandard1.3/ExcelDataReader.dll differ diff --git a/packages/ExcelDataReader.3.6.0/lib/netstandard1.3/ExcelDataReader.pdb b/packages/ExcelDataReader.3.6.0/lib/netstandard1.3/ExcelDataReader.pdb new file mode 100644 index 0000000..52cb7aa Binary files /dev/null and b/packages/ExcelDataReader.3.6.0/lib/netstandard1.3/ExcelDataReader.pdb differ diff --git a/packages/ExcelDataReader.3.6.0/lib/netstandard1.3/ExcelDataReader.xml b/packages/ExcelDataReader.3.6.0/lib/netstandard1.3/ExcelDataReader.xml new file mode 100644 index 0000000..44522f0 --- /dev/null +++ b/packages/ExcelDataReader.3.6.0/lib/netstandard1.3/ExcelDataReader.xml @@ -0,0 +1,1666 @@ + + + + ExcelDataReader + + + + + A range for cells using 0 index positions. + + + + + Gets the column the range starts in + + + + + Gets the row the range starts in + + + + + Gets the column the range ends in + + + + + Gets the row the range ends in + + + + + If present the Calculate Message was in the status bar when Excel saved the file. + This occurs if the sheet changed, the Manual calculation option was on, and the Recalculate Before Save option was off. + + + + + Gets the string value. Encoding is only used with BIFF2-5 byte strings. + + + + + Represents blank cell + Base class for all cell types + + + + + Gets the zero-based index of row containing this cell. + + + + + Gets the zero-based index of column containing this cell. + + + + + Gets the extended format used for this cell. If BIFF2 and this value is 63, this record was preceded by an IXFE record containing the actual XFormat >= 63. + + + + + Gets the number format used for this cell. Only used in BIFF2 without XF records. Used by Excel 2.0/2.1 instead of XF/IXFE records. + + + + + + + + Gets a value indicating whether the cell's record identifier is BIFF2-specific. + The shared binary layout of BIFF2 cells are different from BIFF3+. + + + + + Represents BIFF BOF record + + + + + Gets the version. + + + + + Gets the type of the BIFF block + + + + + Gets the creation Id. + + Not used before BIFF5 + + + + Gets the creation year. + + Not used before BIFF5 + + + + Gets the file history flag. + + Not used before BIFF8 + + + + Gets the minimum Excel version to open this file. + + Not used before BIFF8 + + + + Represents Sheet record in Workbook Globals + + + + + Gets the worksheet data start offset. + + + + + Gets the worksheet type. + + + + + Gets the visibility of the worksheet. + + + + + Gets the name of the worksheet. + + + + + Represents additional space for very large records + + + + + Represents cell-indexing record, finishes each row values block + + + + + Gets the offset of first row linked with this record + + + + + Gets the addresses of cell values. + + + + + Gets the row height in twips + + + + + Represents Dimensions of worksheet + + + + + Gets the index of first row. + + + + + Gets the index of last row + 1. + + + + + Gets the index of first column. + + + + + Gets the index of last column + 1. + + + + + Represents BIFF EOF resord + + + + + Represents FILEPASS record containing XOR obfuscation details or a an EncryptionInfo structure + + + + + Represents a string value of format + + + + + Gets the string value. + + + + + Represents a cell containing formula + + + + + Indicates that a string value is stored in a String record that immediately follows this record. See[MS - XLS] 2.5.133 FormulaValue. + + + + + Indecates that the formula value is an empty string. + + + + + Indicates that the property is valid. + + + + + Indicates that the property is valid. + + + + + Indicates that the property is valid. + + + + + Gets the formula flags + + + + + Gets the formula value type. + + + + + Represents a string value of formula + + + + + Gets the string value. + + + + + Represents a string value of a header or footer. + + + + + Gets the string value. + + + + + Represents a worksheet index + + + + + Gets a value indicating whether BIFF8 addressing is used or not. + + + + + Gets the zero-based index of first existing row + + + + + Gets the zero-based index of last existing row + + + + + Gets the addresses of DbCell records + + + + + Represents a constant integer number in range 0..65535 + + + + + Gets the cell value. + + + + + Represents InterfaceHdr record in Wokrbook Globals + + + + + Gets the CodePage for Interface Header + + + + + [MS-XLS] 2.4.148 Label + Represents a string + + + + + Gets the cell value. + + + + + Represents a string stored in SST + + + + + Gets the index of string in Shared String Table + + + + + [MS-XLS] 2.4.168 MergeCells + If the count of the merged cells in the document is greater than 1026, the file will contain multiple adjacent MergeCells records. + + + + + Represents MSO Drawing record + + + + + Represents multiple Blank cell + + + + + Gets the zero-based index of last described column + + + + + Returns format forspecified column, column must be between ColumnIndex and LastColumnIndex + + Index of column + Format + + + + Represents multiple RK number cells + + + + + Gets the zero-based index of last described column + + + + + Returns format for specified column + + Index of column, must be between ColumnIndex and LastColumnIndex + The format. + + + + Gets the value for specified column + + Index of column, must be between ColumnIndex and LastColumnIndex + The value. + + + + Represents a floating-point number + + + + + Gets the value of this cell + + + + + For now QuickTip will do nothing, it seems to have a different + + + + + Represents basic BIFF record + Base class for all BIFF record types + + + + + Gets the type Id of this entry + + + + + Gets the data size of this entry + + + + + Gets the whole size of structure + + + + + Represents an RK number cell + + + + + Gets the value of this cell + + + + + Decodes RK-encoded number + + Encoded number + The number. + + + + Represents row record in table + + + + + Gets the zero-based index of row described + + + + + Gets the index of first defined column + + + + + Gets the index of last defined column + + + + + Gets a value indicating whether to use the default row height instead of the RowHeight property + + + + + Gets the row height in twips. + + + + + Gets a value indicating whether the XFormat property is used + + + + + Gets the default format for this row + + + + + Represents record with the only two-bytes value + + + + + Gets the value + + + + + Represents a Shared String Table in BIFF8 format + + + + + Gets the number of strings in SST + + + + + Gets the count of unique strings in SST + + + + + Parses strings out of the SST record and subsequent Continue records from the BIFF stream + + + + + Returns string at specified index + + Index of string to get + Workbook encoding + string value if it was found, empty string otherwise + + + + Represents a BIFF stream + + + + + Gets the size of BIFF stream in bytes + + + + + Gets or sets the current position in BIFF stream + + + + + Gets or sets the ICryptoTransform instance used to decrypt the current block + + + + + Gets or sets the current block number being decrypted with CipherTransform + + + + + Sets stream pointer to the specified offset + + Offset value + Offset origin + + + + Reads record under cursor and advances cursor position to next record + + The record -or- null. + + + + Returns record at specified offset + + The stream + The record -or- null. + + + + Create an ICryptoTransform instance to decrypt a 1024-byte block + + + + + Decrypt some dummy bytes to align the decryptor with the position in the current 1024-byte block + + + + + If present the Calculate Message was in the status bar when Excel saved the file. + This occurs if the sheet changed, the Manual calculation option was on, and the Recalculate Before Save option was off. + + + + + Represents Workbook's global window description + + + + + Gets the X position of a window + + + + + Gets the Y position of a window + + + + + Gets the width of the window + + + + + Gets the height of the window + + + + + Gets the window flags + + + + + Gets the active workbook tab (zero-based) + + + + + Gets the first visible workbook tab (zero-based) + + + + + Gets the number of selected workbook tabs + + + + + Gets the workbook tab width to horizontal scrollbar width + + + + + Word-sized string, stored as single bytes with encoding from CodePage record. Used in BIFF2-5 + + + + + Gets the number of characters in the string. + + + + + Gets the value. + + + + + Plain string without backing storage. Used internally + + + + + Byte sized string, stored as bytes, with encoding from CodePage record. Used in BIFF2-5 . + + + + + [MS-XLS] 2.5.240 ShortXLUnicodeString + Byte-sized string, stored as single or multibyte unicode characters. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Helper class for parsing the BIFF8 Shared String Table (SST) + + + + + Gets or sets the offset into the current record's byte content. May point at the end when the current record has been parsed entirely. + + + + + Reads an SST string potentially spanning multiple records + + The string + + + + If the read position is exactly at the end of a record: + Read the next continue record and update the read position. + + + + + Advances the read position a number of bytes, potentially spanning + multiple records. + NOTE: If the new read position ends on a record boundary, + the next record will not be read, and the read position will point + at the end of the record! Must call EnsureRecord() as needed + to read the next continue record and reset the read position. + + Number of bytes to skip + + + + [MS-XLS] 2.5.293 XLUnicodeRichExtendedString + Word-sized formatted string in SST, stored as single or multibyte unicode characters potentially spanning multiple Continue records. + + + + + Gets the number of characters in the string. + + + + + Gets the flags. + + + + + Gets a value indicating whether the string has an extended record. + + + + + Gets a value indicating whether the string has a formatting record. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Gets the number of formats used for formatting (0 if string has no formatting) + + + + + Gets the size of extended string in bytes, 0 if there is no one + + + + + Gets the head (before string data) size in bytes + + + + + Gets the tail (after string data) size in bytes + + + + + [MS-XLS] 2.5.294 XLUnicodeString + Word-sized string, stored as single or multibyte unicode characters. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Represents Globals section of workbook + + + + + Gets or sets the Shared String Table of workbook + + + + + Represents Worksheet section in workbook + + + + + Gets the worksheet name + + + + + Gets the visibility of worksheet + + + + + Gets the worksheet data offset. + + + + + Find how many rows to read at a time and their offset in the file. + If rows are stored sequentially in the file, returns a block size of up to 32 rows. + If rows are stored non-sequentially, the block size may extend up to the entire worksheet stream + + + + + Reads additional records if needed: a string record might follow a formula result + + + + + Returns an index into Workbook.Formats for the given cell and preceding ixfe record. + + + + + Gets or sets the zero-based column index. + + + + + Common handling of extended formats (XF) and mappings between file-based and global number format indices. + + + + + Gets the dictionary of global number format strings. Always includes the built-in formats at their + corresponding indices and any additional formats specified in the workbook file. + + + + + Gets the the dictionary of mappings between format index in the file and key in the Formats dictionary. + + + + + Returns the global number format index from an XF index. + + + + + Returns the global number format index from a file-based format index. + + + + + Registers a number format string and its file-based format index in the workbook's Formats dictionary. + If the format string matches a built-in or previously registered format, it will be mapped to that index. + + + + + Registers an extended format and its file based number format index. + + + + + Represents single Root Directory record + + + + + Gets or sets the name of directory entry + + + + + Gets or sets the entry type + + + + + Gets or sets the entry "color" in directory tree + + + + + Gets or sets the SID of left sibling + + 0xFFFFFFFF if there's no one + + + + Gets or sets the SID of right sibling + + 0xFFFFFFFF if there's no one + + + + Gets or sets the SID of first child (if EntryType is STGTY_STORAGE) + + 0xFFFFFFFF if there's no one + + + + Gets or sets the CLSID of container (if EntryType is STGTY_STORAGE) + + + + + Gets or sets the user flags of container (if EntryType is STGTY_STORAGE) + + + + + Gets or sets the creation time of entry + + + + + Gets or sets the last modification time of entry + + + + + Gets or sets the first sector of data stream (if EntryType is STGTY_STREAM) + + if EntryType is STGTY_ROOT, this can be first sector of MiniStream + + + + Gets or sets the size of data stream (if EntryType is STGTY_STREAM) + + if EntryType is STGTY_ROOT, this can be size of MiniStream + + + + Gets or sets a value indicating whether this entry relats to a ministream + + + + + Gets or sets the prop type. Reserved, must be 0. + + + + + Reads bytes from a regular or mini stream. + + + + + The header contains the first 109 DIF entries. If there are any more, read from a separate stream. + + + + + Represents Excel file header + + + + + Gets or sets the file signature + + + + + Gets a value indicating whether the signature is valid. + + + + + Gets or sets the class id. Typically filled with zeroes + + + + + Gets or sets the version. Must be 0x003E + + + + + Gets or sets the dll version. Must be 0x0003 + + + + + Gets or sets the byte order. Must be 0xFFFE + + + + + Gets or sets the sector size in Pot + + + + + Gets the sector size. Typically 512 + + + + + Gets or sets the mini sector size in Pot + + + + + Gets the mini sector size. Typically 64 + + + + + Gets or sets the number of directory sectors. If Major Version is 3, the Number of + Directory Sectors MUST be zero. This field is not supported for version 3 compound files + + + + + Gets or sets the number of FAT sectors + + + + + Gets or sets the number of first Root Directory Entry (Property Set Storage, FAT Directory) sector + + + + + Gets or sets the transaction signature, 0 for Excel + + + + + Gets or sets the maximum size for small stream, typically 4096 bytes + + + + + Gets or sets the first sector of Mini FAT, FAT_EndOfChain if there's no one + + + + + Gets or sets the number of sectors in Mini FAT, 0 if there's no one + + + + + Gets or sets the first sector of DIF, FAT_EndOfChain if there's no one + + + + + Gets or sets the number of sectors in DIF, 0 if there's no one + + + + + Gets or sets the first 109 locations in the DIF sector chain + + + + + Reads completely through a CSV stream to determine encoding, separator, field count and row count. + Uses fallbackEncoding if there is no BOM. Throws DecoderFallbackException if there are invalid characters in the stream. + Returns the separator whose average field count is closest to its max field count. + + + + + Low level, reentrant CSV parser. Call ParseBuffer() in a loop, and finally Flush() to empty the internal buffers. + + + + + Helpers class + + + + + Determines whether the encoding is single byte or not. + + The encoding. + + if the specified encoding is single byte; otherwise, . + + + + + Convert a double from Excel to an OA DateTime double. + The returned value is normalized to the '1900' date mode and adjusted for the 1900 leap year bug. + + + + + The common workbook interface between the binary and OpenXml formats + + A type implementing IWorksheet + + + + The common worksheet interface between the binary and OpenXml formats + + + + + Parse ECMA-376 number format strings from Excel and other spreadsheet softwares. + + + + + Initializes a new instance of the class. + + The number format string. + + + + Gets a value indicating whether the number format string is valid. + + + + + Gets the number format string. + + + + + Gets a value indicating whether the format represents a DateTime + + + + + Gets a value indicating whether the format represents a TimeSpan + + + + + Parses as many placeholders and literals needed to format a number with optional decimals. + Returns number of tokens parsed, or 0 if the tokens didn't form a number. + + + + + A seekable stream for reading an EncryptedPackage blob using OpenXml Agile Encryption. + + + + + Represents "Agile Encryption" used in XLSX (Office 2010 and newer) + + + + + Base class for the various encryption schemes used by Excel + + + + + Gets a value indicating whether XOR obfuscation is used. + When true, the ICryptoTransform can be cast to XorTransform and + handle the special case where XorArrayIndex must be manipulated + per record. + + + + + Represents the binary RC4+MD5 encryption header used in XLS. + + + + + Minimal RC4 decryption compatible with System.Security.Cryptography.SymmetricAlgorithm. + + + + + Represents the binary "Standard Encryption" header used in XLS and XLSX. + XLS uses RC4+SHA1. XLSX uses AES+SHA1. + + + + + 2.3.5.2 RC4 CryptoAPI Encryption Key Generation + + + + + 2.3.4.7 ECMA-376 Document Encryption Key Generation (Standard Encryption) + + + + + Represents "XOR Deobfucation Method 1" used in XLS. + + + + + Minimal Office "XOR Deobfuscation Method 1" implementation compatible + with System.Security.Cryptography.SymmetricAlgorithm. + + + + + Generates a 16 byte obfuscation array based on the POI/LibreOffice implementations + + + + + Gets or sets the obfuscation array index. BIFF obfuscation uses a different XorArrayIndex per record. + + + + + Base class for worksheet stream elements + + + + + Shared string table + + + + + Logic for the Excel dimensions. Ex: A15 + + The value. + The column, 1-based. + The row, 1-based. + + + + Gets or sets the zero-based row index. + + + + + Gets or sets the height of this row in points. Zero if hidden or collapsed. + + + + + Gets or sets the cells in this row. + + + + + Gets a value indicating whether the row is empty. NOTE: Returns true if there are empty, but formatted cells. + + + + + Returns the zero-based maximum column index reference on this row. + + + + + Initializes a new instance of the class. + + The zip file stream. + + + + Gets the shared strings stream. + + The shared strings stream. + + + + Gets the styles stream. + + The styles stream. + + + + Gets the workbook stream. + + The workbook stream. + + + + Gets the worksheet stream. + + The sheet id. + The worksheet stream. + + + + Gets the workbook rels stream. + + The rels stream. + + + + ExcelDataReader Class + + + + + A generic implementation of the IExcelDataReader interface using IWorkbook/IWorksheet to enumerate data. + + A type implementing IWorkbook + A type implementing IWorksheet + + + + + + + + + + Configuration options for an instance of ExcelDataReader. + + + + + Gets or sets a value indicating the encoding to use when the input XLS lacks a CodePage record, + or when the input CSV lacks a BOM and does not parse as UTF8. Default: cp1252. (XLS BIFF2-5 and CSV only) + + + + + Gets or sets the password used to open password protected workbooks. + + + + + Gets or sets an array of CSV separator candidates. The reader autodetects which best fits the input data. Default: , ; TAB | # (CSV only) + + + + + Gets or sets a value indicating whether to leave the stream open after the IExcelDataReader object is disposed. Default: false + + + + + Gets or sets a value indicating the number of rows to analyze for encoding, separator and field count in a CSV. + When set, this option causes the IExcelDataReader.RowCount property to throw an exception. + Default: 0 - analyzes the entire file (CSV only, has no effect on other formats) + + + + + The ExcelReader Factory + + + + + Creates an instance of or + + The file stream. + The configuration object. + The excel data reader. + + + + Creates an instance of + + The file stream. + The configuration object. + The excel data reader. + + + + Creates an instance of + + The file stream. + The reader configuration -or- to use the default configuration. + The excel data reader. + + + + Creates an instance of ExcelCsvReader + + The file stream. + The reader configuration -or- to use the default configuration. + The excel data reader. + + + + Thrown when there is a problem parsing the Compound Document container format used by XLS and password-protected XLSX. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Base class for exceptions thrown by ExcelDataReader + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Thrown when ExcelDataReader cannot parse the header + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Thrown when ExcelDataReader cannot open a password protected document because the password + + + + + Initializes a new instance of the class. + + The error message + + + + Header and footer text. + + + + + Gets a value indicating whether the header and footer are different on the first page. + + + + + Gets a value indicating whether the header and footer are different on odd and even pages. + + + + + Gets the header used for the first page if is . + + + + + Gets the footer used for the first page if is . + + + + + Gets the header used for odd pages -or- all pages if is . + + + + + Gets the footer used for odd pages -or- all pages if is . + + + + + Gets the header used for even pages if is . + + + + + Gets the footer used for even pages if is . + + + + + The ExcelDataReader interface + + + + + Gets the sheet name. + + + + + Gets the sheet VBA code name. + + + + + Gets the sheet visible state. + + + + + Gets the sheet header and footer -or- if none set. + + + + + Gets the list of merged cell ranges. + + + + + Gets the number of results (workbooks). + + + + + Gets the number of rows in the current result. + + + + + Gets the height of the current row in points. + + + + + Seeks to the first result. + + + + + Gets the number format for the specified field -or- if there is no value. + + The index of the field to find. + The number format string of the specified field. + + + + Gets the number format index for the specified field -or- -1 if there is no value. + + The index of the field to find. + The number format index of the specified field. + + + + Gets the width the specified column. + + The index of the column to find. + The width of the specified column. + + + + Custom interface for logging messages + + + + + Debug level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Info level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Warn level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Error level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Fatal level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Factory interface for loggers. + + + + + Create a logger for the specified type. + + The type to create a logger for. + The logger instance. + + + + logger type initialization + + + + + Sets up logging to be with a certain type + + The type of ILog for the application to use + + + + Initializes a new instance of a logger for an object. + This should be done only once per object name. + + The type to get a logger for. + ILog instance for an object if log type has been intialized; otherwise a null logger. + + + + The default logger until one is set. + + + + + + + + + + + + + + + + + + + + + + + 2.0 version of LogExtensions, not as awesome as Extension methods + + + + + Gets the logger for a type. + + The type to fetch a logger for. + The type to get the logger for. + Instance of a logger for the object. + This method is thread safe. + + + diff --git a/packages/ExcelDataReader.3.6.0/lib/netstandard2.0/ExcelDataReader.dll b/packages/ExcelDataReader.3.6.0/lib/netstandard2.0/ExcelDataReader.dll new file mode 100644 index 0000000..ba9b746 Binary files /dev/null and b/packages/ExcelDataReader.3.6.0/lib/netstandard2.0/ExcelDataReader.dll differ diff --git a/packages/ExcelDataReader.3.6.0/lib/netstandard2.0/ExcelDataReader.pdb b/packages/ExcelDataReader.3.6.0/lib/netstandard2.0/ExcelDataReader.pdb new file mode 100644 index 0000000..e9a184e Binary files /dev/null and b/packages/ExcelDataReader.3.6.0/lib/netstandard2.0/ExcelDataReader.pdb differ diff --git a/packages/ExcelDataReader.3.6.0/lib/netstandard2.0/ExcelDataReader.xml b/packages/ExcelDataReader.3.6.0/lib/netstandard2.0/ExcelDataReader.xml new file mode 100644 index 0000000..dc62d59 --- /dev/null +++ b/packages/ExcelDataReader.3.6.0/lib/netstandard2.0/ExcelDataReader.xml @@ -0,0 +1,1680 @@ + + + + ExcelDataReader + + + + + A range for cells using 0 index positions. + + + + + Gets the column the range starts in + + + + + Gets the row the range starts in + + + + + Gets the column the range ends in + + + + + Gets the row the range ends in + + + + + If present the Calculate Message was in the status bar when Excel saved the file. + This occurs if the sheet changed, the Manual calculation option was on, and the Recalculate Before Save option was off. + + + + + Gets the string value. Encoding is only used with BIFF2-5 byte strings. + + + + + Represents blank cell + Base class for all cell types + + + + + Gets the zero-based index of row containing this cell. + + + + + Gets the zero-based index of column containing this cell. + + + + + Gets the extended format used for this cell. If BIFF2 and this value is 63, this record was preceded by an IXFE record containing the actual XFormat >= 63. + + + + + Gets the number format used for this cell. Only used in BIFF2 without XF records. Used by Excel 2.0/2.1 instead of XF/IXFE records. + + + + + + + + Gets a value indicating whether the cell's record identifier is BIFF2-specific. + The shared binary layout of BIFF2 cells are different from BIFF3+. + + + + + Represents BIFF BOF record + + + + + Gets the version. + + + + + Gets the type of the BIFF block + + + + + Gets the creation Id. + + Not used before BIFF5 + + + + Gets the creation year. + + Not used before BIFF5 + + + + Gets the file history flag. + + Not used before BIFF8 + + + + Gets the minimum Excel version to open this file. + + Not used before BIFF8 + + + + Represents Sheet record in Workbook Globals + + + + + Gets the worksheet data start offset. + + + + + Gets the worksheet type. + + + + + Gets the visibility of the worksheet. + + + + + Gets the name of the worksheet. + + + + + Represents additional space for very large records + + + + + Represents cell-indexing record, finishes each row values block + + + + + Gets the offset of first row linked with this record + + + + + Gets the addresses of cell values. + + + + + Gets the row height in twips + + + + + Represents Dimensions of worksheet + + + + + Gets the index of first row. + + + + + Gets the index of last row + 1. + + + + + Gets the index of first column. + + + + + Gets the index of last column + 1. + + + + + Represents BIFF EOF resord + + + + + Represents FILEPASS record containing XOR obfuscation details or a an EncryptionInfo structure + + + + + Represents a string value of format + + + + + Gets the string value. + + + + + Represents a cell containing formula + + + + + Indicates that a string value is stored in a String record that immediately follows this record. See[MS - XLS] 2.5.133 FormulaValue. + + + + + Indecates that the formula value is an empty string. + + + + + Indicates that the property is valid. + + + + + Indicates that the property is valid. + + + + + Indicates that the property is valid. + + + + + Gets the formula flags + + + + + Gets the formula value type. + + + + + Represents a string value of formula + + + + + Gets the string value. + + + + + Represents a string value of a header or footer. + + + + + Gets the string value. + + + + + Represents a worksheet index + + + + + Gets a value indicating whether BIFF8 addressing is used or not. + + + + + Gets the zero-based index of first existing row + + + + + Gets the zero-based index of last existing row + + + + + Gets the addresses of DbCell records + + + + + Represents a constant integer number in range 0..65535 + + + + + Gets the cell value. + + + + + Represents InterfaceHdr record in Wokrbook Globals + + + + + Gets the CodePage for Interface Header + + + + + [MS-XLS] 2.4.148 Label + Represents a string + + + + + Gets the cell value. + + + + + Represents a string stored in SST + + + + + Gets the index of string in Shared String Table + + + + + [MS-XLS] 2.4.168 MergeCells + If the count of the merged cells in the document is greater than 1026, the file will contain multiple adjacent MergeCells records. + + + + + Represents MSO Drawing record + + + + + Represents multiple Blank cell + + + + + Gets the zero-based index of last described column + + + + + Returns format forspecified column, column must be between ColumnIndex and LastColumnIndex + + Index of column + Format + + + + Represents multiple RK number cells + + + + + Gets the zero-based index of last described column + + + + + Returns format for specified column + + Index of column, must be between ColumnIndex and LastColumnIndex + The format. + + + + Gets the value for specified column + + Index of column, must be between ColumnIndex and LastColumnIndex + The value. + + + + Represents a floating-point number + + + + + Gets the value of this cell + + + + + For now QuickTip will do nothing, it seems to have a different + + + + + Represents basic BIFF record + Base class for all BIFF record types + + + + + Gets the type Id of this entry + + + + + Gets the data size of this entry + + + + + Gets the whole size of structure + + + + + Represents an RK number cell + + + + + Gets the value of this cell + + + + + Decodes RK-encoded number + + Encoded number + The number. + + + + Represents row record in table + + + + + Gets the zero-based index of row described + + + + + Gets the index of first defined column + + + + + Gets the index of last defined column + + + + + Gets a value indicating whether to use the default row height instead of the RowHeight property + + + + + Gets the row height in twips. + + + + + Gets a value indicating whether the XFormat property is used + + + + + Gets the default format for this row + + + + + Represents record with the only two-bytes value + + + + + Gets the value + + + + + Represents a Shared String Table in BIFF8 format + + + + + Gets the number of strings in SST + + + + + Gets the count of unique strings in SST + + + + + Parses strings out of the SST record and subsequent Continue records from the BIFF stream + + + + + Returns string at specified index + + Index of string to get + Workbook encoding + string value if it was found, empty string otherwise + + + + Represents a BIFF stream + + + + + Gets the size of BIFF stream in bytes + + + + + Gets or sets the current position in BIFF stream + + + + + Gets or sets the ICryptoTransform instance used to decrypt the current block + + + + + Gets or sets the current block number being decrypted with CipherTransform + + + + + Sets stream pointer to the specified offset + + Offset value + Offset origin + + + + Reads record under cursor and advances cursor position to next record + + The record -or- null. + + + + Returns record at specified offset + + The stream + The record -or- null. + + + + Create an ICryptoTransform instance to decrypt a 1024-byte block + + + + + Decrypt some dummy bytes to align the decryptor with the position in the current 1024-byte block + + + + + If present the Calculate Message was in the status bar when Excel saved the file. + This occurs if the sheet changed, the Manual calculation option was on, and the Recalculate Before Save option was off. + + + + + Represents Workbook's global window description + + + + + Gets the X position of a window + + + + + Gets the Y position of a window + + + + + Gets the width of the window + + + + + Gets the height of the window + + + + + Gets the window flags + + + + + Gets the active workbook tab (zero-based) + + + + + Gets the first visible workbook tab (zero-based) + + + + + Gets the number of selected workbook tabs + + + + + Gets the workbook tab width to horizontal scrollbar width + + + + + Word-sized string, stored as single bytes with encoding from CodePage record. Used in BIFF2-5 + + + + + Gets the number of characters in the string. + + + + + Gets the value. + + + + + Plain string without backing storage. Used internally + + + + + Byte sized string, stored as bytes, with encoding from CodePage record. Used in BIFF2-5 . + + + + + [MS-XLS] 2.5.240 ShortXLUnicodeString + Byte-sized string, stored as single or multibyte unicode characters. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Helper class for parsing the BIFF8 Shared String Table (SST) + + + + + Gets or sets the offset into the current record's byte content. May point at the end when the current record has been parsed entirely. + + + + + Reads an SST string potentially spanning multiple records + + The string + + + + If the read position is exactly at the end of a record: + Read the next continue record and update the read position. + + + + + Advances the read position a number of bytes, potentially spanning + multiple records. + NOTE: If the new read position ends on a record boundary, + the next record will not be read, and the read position will point + at the end of the record! Must call EnsureRecord() as needed + to read the next continue record and reset the read position. + + Number of bytes to skip + + + + [MS-XLS] 2.5.293 XLUnicodeRichExtendedString + Word-sized formatted string in SST, stored as single or multibyte unicode characters potentially spanning multiple Continue records. + + + + + Gets the number of characters in the string. + + + + + Gets the flags. + + + + + Gets a value indicating whether the string has an extended record. + + + + + Gets a value indicating whether the string has a formatting record. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Gets the number of formats used for formatting (0 if string has no formatting) + + + + + Gets the size of extended string in bytes, 0 if there is no one + + + + + Gets the head (before string data) size in bytes + + + + + Gets the tail (after string data) size in bytes + + + + + [MS-XLS] 2.5.294 XLUnicodeString + Word-sized string, stored as single or multibyte unicode characters. + + + + + Gets a value indicating whether the string is a multibyte string or not. + + + + + Represents Globals section of workbook + + + + + Gets or sets the Shared String Table of workbook + + + + + Represents Worksheet section in workbook + + + + + Gets the worksheet name + + + + + Gets the visibility of worksheet + + + + + Gets the worksheet data offset. + + + + + Find how many rows to read at a time and their offset in the file. + If rows are stored sequentially in the file, returns a block size of up to 32 rows. + If rows are stored non-sequentially, the block size may extend up to the entire worksheet stream + + + + + Reads additional records if needed: a string record might follow a formula result + + + + + Returns an index into Workbook.Formats for the given cell and preceding ixfe record. + + + + + Gets or sets the zero-based column index. + + + + + Common handling of extended formats (XF) and mappings between file-based and global number format indices. + + + + + Gets the dictionary of global number format strings. Always includes the built-in formats at their + corresponding indices and any additional formats specified in the workbook file. + + + + + Gets the the dictionary of mappings between format index in the file and key in the Formats dictionary. + + + + + Returns the global number format index from an XF index. + + + + + Returns the global number format index from a file-based format index. + + + + + Registers a number format string and its file-based format index in the workbook's Formats dictionary. + If the format string matches a built-in or previously registered format, it will be mapped to that index. + + + + + Registers an extended format and its file based number format index. + + + + + Represents single Root Directory record + + + + + Gets or sets the name of directory entry + + + + + Gets or sets the entry type + + + + + Gets or sets the entry "color" in directory tree + + + + + Gets or sets the SID of left sibling + + 0xFFFFFFFF if there's no one + + + + Gets or sets the SID of right sibling + + 0xFFFFFFFF if there's no one + + + + Gets or sets the SID of first child (if EntryType is STGTY_STORAGE) + + 0xFFFFFFFF if there's no one + + + + Gets or sets the CLSID of container (if EntryType is STGTY_STORAGE) + + + + + Gets or sets the user flags of container (if EntryType is STGTY_STORAGE) + + + + + Gets or sets the creation time of entry + + + + + Gets or sets the last modification time of entry + + + + + Gets or sets the first sector of data stream (if EntryType is STGTY_STREAM) + + if EntryType is STGTY_ROOT, this can be first sector of MiniStream + + + + Gets or sets the size of data stream (if EntryType is STGTY_STREAM) + + if EntryType is STGTY_ROOT, this can be size of MiniStream + + + + Gets or sets a value indicating whether this entry relats to a ministream + + + + + Gets or sets the prop type. Reserved, must be 0. + + + + + Reads bytes from a regular or mini stream. + + + + + The header contains the first 109 DIF entries. If there are any more, read from a separate stream. + + + + + Represents Excel file header + + + + + Gets or sets the file signature + + + + + Gets a value indicating whether the signature is valid. + + + + + Gets or sets the class id. Typically filled with zeroes + + + + + Gets or sets the version. Must be 0x003E + + + + + Gets or sets the dll version. Must be 0x0003 + + + + + Gets or sets the byte order. Must be 0xFFFE + + + + + Gets or sets the sector size in Pot + + + + + Gets the sector size. Typically 512 + + + + + Gets or sets the mini sector size in Pot + + + + + Gets the mini sector size. Typically 64 + + + + + Gets or sets the number of directory sectors. If Major Version is 3, the Number of + Directory Sectors MUST be zero. This field is not supported for version 3 compound files + + + + + Gets or sets the number of FAT sectors + + + + + Gets or sets the number of first Root Directory Entry (Property Set Storage, FAT Directory) sector + + + + + Gets or sets the transaction signature, 0 for Excel + + + + + Gets or sets the maximum size for small stream, typically 4096 bytes + + + + + Gets or sets the first sector of Mini FAT, FAT_EndOfChain if there's no one + + + + + Gets or sets the number of sectors in Mini FAT, 0 if there's no one + + + + + Gets or sets the first sector of DIF, FAT_EndOfChain if there's no one + + + + + Gets or sets the number of sectors in DIF, 0 if there's no one + + + + + Gets or sets the first 109 locations in the DIF sector chain + + + + + Reads completely through a CSV stream to determine encoding, separator, field count and row count. + Uses fallbackEncoding if there is no BOM. Throws DecoderFallbackException if there are invalid characters in the stream. + Returns the separator whose average field count is closest to its max field count. + + + + + Low level, reentrant CSV parser. Call ParseBuffer() in a loop, and finally Flush() to empty the internal buffers. + + + + + Helpers class + + + + + Determines whether the encoding is single byte or not. + + The encoding. + + if the specified encoding is single byte; otherwise, . + + + + + Convert a double from Excel to an OA DateTime double. + The returned value is normalized to the '1900' date mode and adjusted for the 1900 leap year bug. + + + + + The common workbook interface between the binary and OpenXml formats + + A type implementing IWorksheet + + + + The common worksheet interface between the binary and OpenXml formats + + + + + Parse ECMA-376 number format strings from Excel and other spreadsheet softwares. + + + + + Initializes a new instance of the class. + + The number format string. + + + + Gets a value indicating whether the number format string is valid. + + + + + Gets the number format string. + + + + + Gets a value indicating whether the format represents a DateTime + + + + + Gets a value indicating whether the format represents a TimeSpan + + + + + Parses as many placeholders and literals needed to format a number with optional decimals. + Returns number of tokens parsed, or 0 if the tokens didn't form a number. + + + + + A seekable stream for reading an EncryptedPackage blob using OpenXml Agile Encryption. + + + + + Represents "Agile Encryption" used in XLSX (Office 2010 and newer) + + + + + Base class for the various encryption schemes used by Excel + + + + + Gets a value indicating whether XOR obfuscation is used. + When true, the ICryptoTransform can be cast to XorTransform and + handle the special case where XorArrayIndex must be manipulated + per record. + + + + + Represents the binary RC4+MD5 encryption header used in XLS. + + + + + Minimal RC4 decryption compatible with System.Security.Cryptography.SymmetricAlgorithm. + + + + + Represents the binary "Standard Encryption" header used in XLS and XLSX. + XLS uses RC4+SHA1. XLSX uses AES+SHA1. + + + + + 2.3.5.2 RC4 CryptoAPI Encryption Key Generation + + + + + 2.3.4.7 ECMA-376 Document Encryption Key Generation (Standard Encryption) + + + + + Represents "XOR Deobfucation Method 1" used in XLS. + + + + + Minimal Office "XOR Deobfuscation Method 1" implementation compatible + with System.Security.Cryptography.SymmetricAlgorithm. + + + + + Generates a 16 byte obfuscation array based on the POI/LibreOffice implementations + + + + + Gets or sets the obfuscation array index. BIFF obfuscation uses a different XorArrayIndex per record. + + + + + Base class for worksheet stream elements + + + + + Shared string table + + + + + Logic for the Excel dimensions. Ex: A15 + + The value. + The column, 1-based. + The row, 1-based. + + + + Gets or sets the zero-based row index. + + + + + Gets or sets the height of this row in points. Zero if hidden or collapsed. + + + + + Gets or sets the cells in this row. + + + + + Gets a value indicating whether the row is empty. NOTE: Returns true if there are empty, but formatted cells. + + + + + Returns the zero-based maximum column index reference on this row. + + + + + Initializes a new instance of the class. + + The zip file stream. + + + + Gets the shared strings stream. + + The shared strings stream. + + + + Gets the styles stream. + + The styles stream. + + + + Gets the workbook stream. + + The workbook stream. + + + + Gets the worksheet stream. + + The sheet id. + The worksheet stream. + + + + Gets the workbook rels stream. + + The rels stream. + + + + ExcelDataReader Class + + + + + A generic implementation of the IExcelDataReader interface using IWorkbook/IWorksheet to enumerate data. + + A type implementing IWorkbook + A type implementing IWorksheet + + + + + + + + + + Configuration options for an instance of ExcelDataReader. + + + + + Gets or sets a value indicating the encoding to use when the input XLS lacks a CodePage record, + or when the input CSV lacks a BOM and does not parse as UTF8. Default: cp1252. (XLS BIFF2-5 and CSV only) + + + + + Gets or sets the password used to open password protected workbooks. + + + + + Gets or sets an array of CSV separator candidates. The reader autodetects which best fits the input data. Default: , ; TAB | # (CSV only) + + + + + Gets or sets a value indicating whether to leave the stream open after the IExcelDataReader object is disposed. Default: false + + + + + Gets or sets a value indicating the number of rows to analyze for encoding, separator and field count in a CSV. + When set, this option causes the IExcelDataReader.RowCount property to throw an exception. + Default: 0 - analyzes the entire file (CSV only, has no effect on other formats) + + + + + The ExcelReader Factory + + + + + Creates an instance of or + + The file stream. + The configuration object. + The excel data reader. + + + + Creates an instance of + + The file stream. + The configuration object. + The excel data reader. + + + + Creates an instance of + + The file stream. + The reader configuration -or- to use the default configuration. + The excel data reader. + + + + Creates an instance of ExcelCsvReader + + The file stream. + The reader configuration -or- to use the default configuration. + The excel data reader. + + + + Thrown when there is a problem parsing the Compound Document container format used by XLS and password-protected XLSX. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Base class for exceptions thrown by ExcelDataReader + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Initializes a new instance of the class. + + The serialization info + The streaming context + + + + Thrown when ExcelDataReader cannot parse the header + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The error message + + + + Initializes a new instance of the class. + + The error message + The inner exception + + + + Initializes a new instance of the class. + + The serialization info + The streaming context + + + + Thrown when ExcelDataReader cannot open a password protected document because the password + + + + + Initializes a new instance of the class. + + The error message + + + + Header and footer text. + + + + + Gets a value indicating whether the header and footer are different on the first page. + + + + + Gets a value indicating whether the header and footer are different on odd and even pages. + + + + + Gets the header used for the first page if is . + + + + + Gets the footer used for the first page if is . + + + + + Gets the header used for odd pages -or- all pages if is . + + + + + Gets the footer used for odd pages -or- all pages if is . + + + + + Gets the header used for even pages if is . + + + + + Gets the footer used for even pages if is . + + + + + The ExcelDataReader interface + + + + + Gets the sheet name. + + + + + Gets the sheet VBA code name. + + + + + Gets the sheet visible state. + + + + + Gets the sheet header and footer -or- if none set. + + + + + Gets the list of merged cell ranges. + + + + + Gets the number of results (workbooks). + + + + + Gets the number of rows in the current result. + + + + + Gets the height of the current row in points. + + + + + Seeks to the first result. + + + + + Gets the number format for the specified field -or- if there is no value. + + The index of the field to find. + The number format string of the specified field. + + + + Gets the number format index for the specified field -or- -1 if there is no value. + + The index of the field to find. + The number format index of the specified field. + + + + Gets the width the specified column. + + The index of the column to find. + The width of the specified column. + + + + Custom interface for logging messages + + + + + Debug level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Info level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Warn level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Error level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Fatal level of the specified message. The other method is preferred since the execution is deferred. + + The message. + The formatting. + + + + Factory interface for loggers. + + + + + Create a logger for the specified type. + + The type to create a logger for. + The logger instance. + + + + logger type initialization + + + + + Sets up logging to be with a certain type + + The type of ILog for the application to use + + + + Initializes a new instance of a logger for an object. + This should be done only once per object name. + + The type to get a logger for. + ILog instance for an object if log type has been intialized; otherwise a null logger. + + + + The default logger until one is set. + + + + + + + + + + + + + + + + + + + + + + + 2.0 version of LogExtensions, not as awesome as Extension methods + + + + + Gets the logger for a type. + + The type to fetch a logger for. + The type to get the logger for. + Instance of a logger for the object. + This method is thread safe. + + + diff --git a/packages/ExcelDataReader.DataSet.3.6.0/.signature.p7s b/packages/ExcelDataReader.DataSet.3.6.0/.signature.p7s new file mode 100644 index 0000000..050fbd0 Binary files /dev/null and b/packages/ExcelDataReader.DataSet.3.6.0/.signature.p7s differ diff --git a/packages/ExcelDataReader.DataSet.3.6.0/ExcelDataReader.DataSet.3.6.0.nupkg b/packages/ExcelDataReader.DataSet.3.6.0/ExcelDataReader.DataSet.3.6.0.nupkg new file mode 100644 index 0000000..bf27a57 Binary files /dev/null and b/packages/ExcelDataReader.DataSet.3.6.0/ExcelDataReader.DataSet.3.6.0.nupkg differ diff --git a/packages/ExcelDataReader.DataSet.3.6.0/lib/net20/ExcelDataReader.DataSet.dll b/packages/ExcelDataReader.DataSet.3.6.0/lib/net20/ExcelDataReader.DataSet.dll new file mode 100644 index 0000000..4025470 Binary files /dev/null and b/packages/ExcelDataReader.DataSet.3.6.0/lib/net20/ExcelDataReader.DataSet.dll differ diff --git a/packages/ExcelDataReader.DataSet.3.6.0/lib/net20/ExcelDataReader.DataSet.pdb b/packages/ExcelDataReader.DataSet.3.6.0/lib/net20/ExcelDataReader.DataSet.pdb new file mode 100644 index 0000000..6677097 Binary files /dev/null and b/packages/ExcelDataReader.DataSet.3.6.0/lib/net20/ExcelDataReader.DataSet.pdb differ diff --git a/packages/ExcelDataReader.DataSet.3.6.0/lib/net20/ExcelDataReader.DataSet.xml b/packages/ExcelDataReader.DataSet.3.6.0/lib/net20/ExcelDataReader.DataSet.xml new file mode 100644 index 0000000..700b660 --- /dev/null +++ b/packages/ExcelDataReader.DataSet.3.6.0/lib/net20/ExcelDataReader.DataSet.xml @@ -0,0 +1,91 @@ + + + + ExcelDataReader.DataSet + + + + + ExcelDataReader DataSet extensions + + + + + Converts all sheets to a DataSet + + The IExcelDataReader instance + An optional configuration object to modify the behavior of the conversion + A dataset with all workbook contents + + + + Processing configuration options and callbacks for IExcelDataReader.AsDataSet(). + + + + + Gets or sets a value indicating whether to set the DataColumn.DataType property in a second pass. + + + + + Gets or sets a callback to obtain configuration options for a DataTable. + + + + + Gets or sets a callback to determine whether to include the current sheet in the DataSet. Called once per sheet before ConfigureDataTable. + + + + + Processing configuration options and callbacks for AsDataTable(). + + + + + Gets or sets a value indicating the prefix of generated column names. + + + + + Gets or sets a value indicating whether to use a row from the data as column names. + + + + + Gets or sets a callback to determine which row is the header row. Only called when UseHeaderRow = true. + + + + + Gets or sets a callback to determine whether to include the current row in the DataTable. + + + + + Gets or sets a callback to determine whether to include the specific column in the DataTable. Called once per column after reading the headers. + + + + + Encapsulates a method that has one parameter and returns a value of the type specified by the TResult parameter. + + The type of the parameter of the method that this delegate encapsulates. + The type of the return value of the method that this delegate encapsulates. + The parameter of the method that this delegate encapsulates. + The return value of the method that this delegate encapsulates. + + + + Encapsulates a method that has two parameters and returns a value of the type specified by the TResult parameter. + + The type of the first parameter of the method that this delegate encapsulates. + The type of the second parameter of the method that this delegate encapsulates. + The type of the return value of the method that this delegate encapsulates + The first parameter of the method that this delegate encapsulates. + The second parameter of the method that this delegate encapsulates. + The return value of the method that this delegate encapsulates. + + + diff --git a/packages/ExcelDataReader.DataSet.3.6.0/lib/net35/ExcelDataReader.DataSet.dll b/packages/ExcelDataReader.DataSet.3.6.0/lib/net35/ExcelDataReader.DataSet.dll new file mode 100644 index 0000000..88e6002 Binary files /dev/null and b/packages/ExcelDataReader.DataSet.3.6.0/lib/net35/ExcelDataReader.DataSet.dll differ diff --git a/packages/ExcelDataReader.DataSet.3.6.0/lib/net35/ExcelDataReader.DataSet.pdb b/packages/ExcelDataReader.DataSet.3.6.0/lib/net35/ExcelDataReader.DataSet.pdb new file mode 100644 index 0000000..34b8912 Binary files /dev/null and b/packages/ExcelDataReader.DataSet.3.6.0/lib/net35/ExcelDataReader.DataSet.pdb differ diff --git a/packages/ExcelDataReader.DataSet.3.6.0/lib/net35/ExcelDataReader.DataSet.xml b/packages/ExcelDataReader.DataSet.3.6.0/lib/net35/ExcelDataReader.DataSet.xml new file mode 100644 index 0000000..4cdb229 --- /dev/null +++ b/packages/ExcelDataReader.DataSet.3.6.0/lib/net35/ExcelDataReader.DataSet.xml @@ -0,0 +1,71 @@ + + + + ExcelDataReader.DataSet + + + + + ExcelDataReader DataSet extensions + + + + + Converts all sheets to a DataSet + + The IExcelDataReader instance + An optional configuration object to modify the behavior of the conversion + A dataset with all workbook contents + + + + Processing configuration options and callbacks for IExcelDataReader.AsDataSet(). + + + + + Gets or sets a value indicating whether to set the DataColumn.DataType property in a second pass. + + + + + Gets or sets a callback to obtain configuration options for a DataTable. + + + + + Gets or sets a callback to determine whether to include the current sheet in the DataSet. Called once per sheet before ConfigureDataTable. + + + + + Processing configuration options and callbacks for AsDataTable(). + + + + + Gets or sets a value indicating the prefix of generated column names. + + + + + Gets or sets a value indicating whether to use a row from the data as column names. + + + + + Gets or sets a callback to determine which row is the header row. Only called when UseHeaderRow = true. + + + + + Gets or sets a callback to determine whether to include the current row in the DataTable. + + + + + Gets or sets a callback to determine whether to include the specific column in the DataTable. Called once per column after reading the headers. + + + + diff --git a/packages/ExcelDataReader.DataSet.3.6.0/lib/netstandard2.0/ExcelDataReader.DataSet.dll b/packages/ExcelDataReader.DataSet.3.6.0/lib/netstandard2.0/ExcelDataReader.DataSet.dll new file mode 100644 index 0000000..218aa13 Binary files /dev/null and b/packages/ExcelDataReader.DataSet.3.6.0/lib/netstandard2.0/ExcelDataReader.DataSet.dll differ diff --git a/packages/ExcelDataReader.DataSet.3.6.0/lib/netstandard2.0/ExcelDataReader.DataSet.pdb b/packages/ExcelDataReader.DataSet.3.6.0/lib/netstandard2.0/ExcelDataReader.DataSet.pdb new file mode 100644 index 0000000..cffcc7d Binary files /dev/null and b/packages/ExcelDataReader.DataSet.3.6.0/lib/netstandard2.0/ExcelDataReader.DataSet.pdb differ diff --git a/packages/ExcelDataReader.DataSet.3.6.0/lib/netstandard2.0/ExcelDataReader.DataSet.xml b/packages/ExcelDataReader.DataSet.3.6.0/lib/netstandard2.0/ExcelDataReader.DataSet.xml new file mode 100644 index 0000000..4cdb229 --- /dev/null +++ b/packages/ExcelDataReader.DataSet.3.6.0/lib/netstandard2.0/ExcelDataReader.DataSet.xml @@ -0,0 +1,71 @@ + + + + ExcelDataReader.DataSet + + + + + ExcelDataReader DataSet extensions + + + + + Converts all sheets to a DataSet + + The IExcelDataReader instance + An optional configuration object to modify the behavior of the conversion + A dataset with all workbook contents + + + + Processing configuration options and callbacks for IExcelDataReader.AsDataSet(). + + + + + Gets or sets a value indicating whether to set the DataColumn.DataType property in a second pass. + + + + + Gets or sets a callback to obtain configuration options for a DataTable. + + + + + Gets or sets a callback to determine whether to include the current sheet in the DataSet. Called once per sheet before ConfigureDataTable. + + + + + Processing configuration options and callbacks for AsDataTable(). + + + + + Gets or sets a value indicating the prefix of generated column names. + + + + + Gets or sets a value indicating whether to use a row from the data as column names. + + + + + Gets or sets a callback to determine which row is the header row. Only called when UseHeaderRow = true. + + + + + Gets or sets a callback to determine whether to include the current row in the DataTable. + + + + + Gets or sets a callback to determine whether to include the specific column in the DataTable. Called once per column after reading the headers. + + + + diff --git a/packages/Newtonsoft.Json.13.0.3/.signature.p7s b/packages/Newtonsoft.Json.13.0.3/.signature.p7s new file mode 100644 index 0000000..d55e472 Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/.signature.p7s differ diff --git a/packages/Newtonsoft.Json.13.0.3/LICENSE.md b/packages/Newtonsoft.Json.13.0.3/LICENSE.md new file mode 100644 index 0000000..dfaadbe --- /dev/null +++ b/packages/Newtonsoft.Json.13.0.3/LICENSE.md @@ -0,0 +1,20 @@ +The MIT License (MIT) + +Copyright (c) 2007 James Newton-King + +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of +the Software, and to permit persons to whom the Software is furnished to do so, +subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS +FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR +COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER +IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN +CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. diff --git a/packages/Newtonsoft.Json.13.0.3/Newtonsoft.Json.13.0.3.nupkg b/packages/Newtonsoft.Json.13.0.3/Newtonsoft.Json.13.0.3.nupkg new file mode 100644 index 0000000..5829e3d Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/Newtonsoft.Json.13.0.3.nupkg differ diff --git a/packages/Newtonsoft.Json.13.0.3/README.md b/packages/Newtonsoft.Json.13.0.3/README.md new file mode 100644 index 0000000..9982a45 --- /dev/null +++ b/packages/Newtonsoft.Json.13.0.3/README.md @@ -0,0 +1,71 @@ +# ![Logo](https://raw.githubusercontent.com/JamesNK/Newtonsoft.Json/master/Doc/icons/logo.jpg) Json.NET + +[![NuGet version (Newtonsoft.Json)](https://img.shields.io/nuget/v/Newtonsoft.Json.svg?style=flat-square)](https://www.nuget.org/packages/Newtonsoft.Json/) +[![Build status](https://dev.azure.com/jamesnk/Public/_apis/build/status/JamesNK.Newtonsoft.Json?branchName=master)](https://dev.azure.com/jamesnk/Public/_build/latest?definitionId=8) + +Json.NET is a popular high-performance JSON framework for .NET + +## Serialize JSON + +```csharp +Product product = new Product(); +product.Name = "Apple"; +product.Expiry = new DateTime(2008, 12, 28); +product.Sizes = new string[] { "Small" }; + +string json = JsonConvert.SerializeObject(product); +// { +// "Name": "Apple", +// "Expiry": "2008-12-28T00:00:00", +// "Sizes": [ +// "Small" +// ] +// } +``` + +## Deserialize JSON + +```csharp +string json = @"{ + 'Name': 'Bad Boys', + 'ReleaseDate': '1995-4-7T00:00:00', + 'Genres': [ + 'Action', + 'Comedy' + ] +}"; + +Movie m = JsonConvert.DeserializeObject(json); + +string name = m.Name; +// Bad Boys +``` + +## LINQ to JSON + +```csharp +JArray array = new JArray(); +array.Add("Manual text"); +array.Add(new DateTime(2000, 5, 23)); + +JObject o = new JObject(); +o["MyArray"] = array; + +string json = o.ToString(); +// { +// "MyArray": [ +// "Manual text", +// "2000-05-23T00:00:00" +// ] +// } +``` + +## Links + +- [Homepage](https://www.newtonsoft.com/json) +- [Documentation](https://www.newtonsoft.com/json/help) +- [NuGet Package](https://www.nuget.org/packages/Newtonsoft.Json) +- [Release Notes](https://github.com/JamesNK/Newtonsoft.Json/releases) +- [Contributing Guidelines](https://github.com/JamesNK/Newtonsoft.Json/blob/master/CONTRIBUTING.md) +- [License](https://github.com/JamesNK/Newtonsoft.Json/blob/master/LICENSE.md) +- [Stack Overflow](https://stackoverflow.com/questions/tagged/json.net) diff --git a/packages/Newtonsoft.Json.13.0.3/lib/net20/Newtonsoft.Json.dll b/packages/Newtonsoft.Json.13.0.3/lib/net20/Newtonsoft.Json.dll new file mode 100644 index 0000000..9c0a335 Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/lib/net20/Newtonsoft.Json.dll differ diff --git a/packages/Newtonsoft.Json.13.0.3/lib/net20/Newtonsoft.Json.xml b/packages/Newtonsoft.Json.13.0.3/lib/net20/Newtonsoft.Json.xml new file mode 100644 index 0000000..bdc4622 --- /dev/null +++ b/packages/Newtonsoft.Json.13.0.3/lib/net20/Newtonsoft.Json.xml @@ -0,0 +1,10393 @@ + + + + Newtonsoft.Json + + + + + Represents a BSON Oid (object id). + + + + + Gets or sets the value of the Oid. + + The value of the Oid. + + + + Initializes a new instance of the class. + + The Oid value. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized BSON data. + + + + + Gets or sets a value indicating whether binary data reading should be compatible with incorrect Json.NET 3.5 written binary. + + + true if binary data reading will be compatible with incorrect Json.NET 3.5 written binary; otherwise, false. + + + + + Gets or sets a value indicating whether the root object will be read as a JSON array. + + + true if the root object will be read as a JSON array; otherwise, false. + + + + + Gets or sets the used when reading values from BSON. + + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating BSON data. + + + + + Gets or sets the used when writing values to BSON. + When set to no conversion will occur. + + The used when writing values to BSON. + + + + Initializes a new instance of the class. + + The to write to. + + + + Initializes a new instance of the class. + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying stream. + + + + + Writes the end. + + The token. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes the beginning of a JSON array. + + + + + Writes the beginning of a JSON object. + + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value that represents a BSON object id. + + The Object ID value to write. + + + + Writes a BSON regex. + + The regex pattern. + The regex options. + + + + Specifies how constructors are used when initializing objects during deserialization by the . + + + + + First attempt to use the public default constructor, then fall back to a single parameterized constructor, then to the non-public default constructor. + + + + + Json.NET will use a non-public default constructor before falling back to a parameterized constructor. + + + + + Converts a binary value to and from a base 64 string value. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Creates a custom object. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Creates an object which will then be populated by the serializer. + + Type of the object. + The created object. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Provides a base class for converting a to and from JSON. + + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from the ISO 8601 date format (e.g. "2008-04-12T12:53Z"). + + + + + Gets or sets the date time styles used when converting a date to and from JSON. + + The date time styles used when converting a date to and from JSON. + + + + Gets or sets the date time format used when converting a date to and from JSON. + + The date time format used when converting a date to and from JSON. + + + + Gets or sets the culture used when converting a date to and from JSON. + + The culture used when converting a date to and from JSON. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Converts a to and from a JavaScript Date constructor (e.g. new Date(52231943)). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from its name string value. + + + + + Gets or sets a value indicating whether the written enum text should be camel case. + The default value is false. + + true if the written enum text will be camel case; otherwise, false. + + + + Gets or sets the naming strategy used to resolve how enum text is written. + + The naming strategy used to resolve how enum text is written. + + + + Gets or sets a value indicating whether integer values are allowed when serializing and deserializing. + The default value is true. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + true if the written enum text will be camel case; otherwise, false. + + + + Initializes a new instance of the class. + + The naming strategy used to resolve how enum text is written. + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from Unix epoch time + + + + + Gets or sets a value indicating whether the dates before Unix epoch + should converted to and from JSON. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from a string (e.g. "1.2.3.4"). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts XML to and from JSON. + + + + + Gets or sets the name of the root element to insert when deserializing to XML if the JSON structure has produced multiple root elements. + + The name of the deserialized root element. + + + + Gets or sets a value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + true if the array attribute is written to the XML; otherwise, false. + + + + Gets or sets a value indicating whether to write the root JSON object. + + true if the JSON root object is omitted; otherwise, false. + + + + Gets or sets a value indicating whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + true if special characters are encoded; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The calling serializer. + The value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Checks if the is a namespace attribute. + + Attribute name to test. + The attribute name prefix if it has one, otherwise an empty string. + true if attribute name is for a namespace attribute, otherwise false. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Specifies how dates are formatted when writing JSON text. + + + + + Dates are written in the ISO 8601 format, e.g. "2012-03-21T05:40Z". + + + + + Dates are written in the Microsoft JSON format, e.g. "\/Date(1198908717056)\/". + + + + + Specifies how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON text. + + + + + Date formatted strings are not parsed to a date type and are read as strings. + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Specifies how to treat the time value when converting between string and . + + + + + Treat as local time. If the object represents a Coordinated Universal Time (UTC), it is converted to the local time. + + + + + Treat as a UTC. If the object represents a local time, it is converted to a UTC. + + + + + Treat as a local time if a is being converted to a string. + If a string is being converted to , convert to a local time if a time zone is specified. + + + + + Time zone information should be preserved when converting. + + + + + The default JSON name table implementation. + + + + + Initializes a new instance of the class. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Adds the specified string into name table. + + The string to add. + This method is not thread-safe. + The resolved string. + + + + Specifies default value handling options for the . + + + + + + + + + Include members where the member value is the same as the member's default value when serializing objects. + Included members are written to JSON. Has no effect when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + so that it is not written to JSON. + This option will ignore all default values (e.g. null for objects and nullable types; 0 for integers, + decimals and floating point numbers; and false for booleans). The default value ignored can be changed by + placing the on the property. + + + + + Members with a default value but no JSON will be set to their default value when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + and set members to their default value when deserializing. + + + + + Specifies float format handling options when writing special floating point numbers, e.g. , + and with . + + + + + Write special floating point values as strings in JSON, e.g. "NaN", "Infinity", "-Infinity". + + + + + Write special floating point values as symbols in JSON, e.g. NaN, Infinity, -Infinity. + Note that this will produce non-valid JSON. + + + + + Write special floating point values as the property's default value in JSON, e.g. 0.0 for a property, null for a of property. + + + + + Specifies how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Floating point numbers are parsed to . + + + + + Floating point numbers are parsed to . + + + + + Specifies formatting options for the . + + + + + No special formatting is applied. This is the default. + + + + + Causes child objects to be indented according to the and settings. + + + + + Provides an interface for using pooled arrays. + + The array type content. + + + + Rent an array from the pool. This array must be returned when it is no longer needed. + + The minimum required length of the array. The returned array may be longer. + The rented array from the pool. This array must be returned when it is no longer needed. + + + + Return an array to the pool. + + The array that is being returned. + + + + Provides an interface to enable a class to return line and position information. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + The current line number or 0 if no line information is available (for example, when returns false). + + + + Gets the current line position. + + The current line position or 0 if no line information is available (for example, when returns false). + + + + Instructs the how to serialize the collection. + + + + + Gets or sets a value indicating whether null items are allowed in the collection. + + true if null items are allowed in the collection; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with a flag indicating whether the array can contain null items. + + A flag indicating whether the array can contain null items. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to use the specified constructor when deserializing that object. + + + + + Instructs the how to serialize the object. + + + + + Gets or sets the id. + + The id. + + + + Gets or sets the title. + + The title. + + + + Gets or sets the description. + + The description. + + + + Gets or sets the collection's items converter. + + The collection's items converter. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets a value that indicates whether to preserve object references. + + + true to keep object reference; otherwise, false. The default is false. + + + + + Gets or sets a value that indicates whether to preserve collection's items references. + + + true to keep collection's items object references; otherwise, false. The default is false. + + + + + Gets or sets the reference loop handling used when serializing the collection's items. + + The reference loop handling. + + + + Gets or sets the type name handling used when serializing the collection's items. + + The type name handling. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Provides methods for converting between .NET types and JSON types. + + + + + + + + Gets or sets a function that creates default . + Default settings are automatically used by serialization methods on , + and and on . + To serialize without using any default settings create a with + . + + + + + Represents JavaScript's boolean value true as a string. This field is read-only. + + + + + Represents JavaScript's boolean value false as a string. This field is read-only. + + + + + Represents JavaScript's null as a string. This field is read-only. + + + + + Represents JavaScript's undefined as a string. This field is read-only. + + + + + Represents JavaScript's positive infinity as a string. This field is read-only. + + + + + Represents JavaScript's negative infinity as a string. This field is read-only. + + + + + Represents JavaScript's NaN as a string. This field is read-only. + + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + The time zone handling when the date is converted to a string. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + The string escape handling. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Serializes the specified object to a JSON string. + + The object to serialize. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting. + + The object to serialize. + Indicates how the output should be formatted. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a collection of . + + The object to serialize. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting and a collection of . + + The object to serialize. + Indicates how the output should be formatted. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Deserializes the JSON to a .NET object. + + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to a .NET object using . + + The JSON to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The JSON to deserialize. + The of object being deserialized. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The type of the object to deserialize to. + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the given anonymous type. + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the given anonymous type using . + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The type of the object to deserialize to. + The JSON to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The type of the object to deserialize to. + The object to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The JSON to deserialize. + The type of the object to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The JSON to deserialize. + The type of the object to deserialize to. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Populates the object with values from the JSON string. + + The JSON to populate values from. + The target object to populate values onto. + + + + Populates the object with values from the JSON string using . + + The JSON to populate values from. + The target object to populate values onto. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + + + + Serializes the to a JSON string. + + The node to serialize. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to serialize. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Converts an object to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can read JSON. + + true if this can read JSON; otherwise, false. + + + + Gets a value indicating whether this can write JSON. + + true if this can write JSON; otherwise, false. + + + + Converts an object to and from JSON. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. If there is no existing value then null will be used. + The existing value has a value. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Instructs the to use the specified when serializing the member or class. + + + + + Gets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + + + + + Initializes a new instance of the class. + + Type of the . + + + + Initializes a new instance of the class. + + Type of the . + Parameter list to use when constructing the . Can be null. + + + + Represents a collection of . + + + + + Instructs the how to serialize the collection. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Instructs the to deserialize properties with no matching class member into the specified collection + and write values during serialization. + + + + + Gets or sets a value that indicates whether to write extension data when serializing the object. + + + true to write extension data when serializing the object; otherwise, false. The default is true. + + + + + Gets or sets a value that indicates whether to read extension data when deserializing the object. + + + true to read extension data when deserializing the object; otherwise, false. The default is true. + + + + + Initializes a new instance of the class. + + + + + Instructs the not to serialize the public field or public read/write property value. + + + + + Base class for a table of atomized string objects. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Instructs the how to serialize the object. + + + + + Gets or sets the member serialization. + + The member serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified member serialization. + + The member serialization. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to always serialize the member with the specified name. + + + + + Gets or sets the type used when serializing the property's collection items. + + The collection's items type. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the null value handling used when serializing this property. + + The null value handling. + + + + Gets or sets the default value handling used when serializing this property. + + The default value handling. + + + + Gets or sets the reference loop handling used when serializing this property. + + The reference loop handling. + + + + Gets or sets the object creation handling used when deserializing this property. + + The object creation handling. + + + + Gets or sets the type name handling used when serializing this property. + + The type name handling. + + + + Gets or sets whether this property's value is serialized as a reference. + + Whether this property's value is serialized as a reference. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets a value indicating whether this property is required. + + + A value indicating whether this property is required. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified name. + + Name of the property. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Specifies the state of the reader. + + + + + A read method has not been called. + + + + + The end of the file has been reached successfully. + + + + + Reader is at a property. + + + + + Reader is at the start of an object. + + + + + Reader is in an object. + + + + + Reader is at the start of an array. + + + + + Reader is in an array. + + + + + The method has been called. + + + + + Reader has just read a value. + + + + + Reader is at the start of a constructor. + + + + + Reader is in a constructor. + + + + + An error occurred that prevents the read operation from continuing. + + + + + The end of the file has been reached successfully. + + + + + Gets the current reader state. + + The current reader state. + + + + Gets or sets a value indicating whether the source should be closed when this reader is closed. + + + true to close the source when this reader is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether multiple pieces of JSON content can + be read from a continuous stream without erroring. + + + true to support reading multiple pieces of JSON content; otherwise false. + The default is false. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + Gets or sets how time zones are handled when reading JSON. + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Gets or sets how custom date formatted strings are parsed when reading JSON. + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets the type of the current JSON token. + + + + + Gets the text value of the current JSON token. + + + + + Gets the .NET type for the current JSON token. + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets or sets the culture used when reading JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Reads the next JSON token from the source. + + true if the next token was read successfully; false if there are no more tokens to read. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Skips the children of the current token. + + + + + Sets the current token. + + The new token. + + + + Sets the current token and value. + + The new token. + The value. + + + + Sets the current token and value. + + The new token. + The value. + A flag indicating whether the position index inside an array should be updated. + + + + Sets the state based on current token type. + + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Changes the reader's state to . + If is set to true, the source is also closed. + + + + + The exception thrown when an error occurs while reading JSON text. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to always serialize the member, and to require that the member has a value. + + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Serializes and deserializes objects into and from the JSON format. + The enables you to control how objects are encoded into JSON. + + + + + Occurs when the errors during serialization and deserialization. + + + + + Gets or sets the used by the serializer when resolving references. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + + + + Gets or sets how reference loops (e.g. a class referencing itself) is handled. + The default value is . + + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets a collection that will be used during serialization. + + Collection that will be used during serialization. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets a value indicating whether there will be a check for additional JSON content after deserializing an object. + The default value is false. + + + true if there will be a check for additional JSON content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Creates a new instance. + The will not use default settings + from . + + + A new instance. + The will not use default settings + from . + + + + + Creates a new instance using the specified . + The will not use default settings + from . + + The settings to be applied to the . + + A new instance using the specified . + The will not use default settings + from . + + + + + Creates a new instance. + The will use default settings + from . + + + A new instance. + The will use default settings + from . + + + + + Creates a new instance using the specified . + The will use default settings + from as well as the specified . + + The settings to be applied to the . + + A new instance using the specified . + The will use default settings + from as well as the specified . + + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Deserializes the JSON structure contained by the specified . + + The that contains the JSON structure to deserialize. + The being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The type of the object to deserialize. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is Auto to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Specifies the settings on a object. + + + + + Gets or sets how reference loops (e.g. a class referencing itself) are handled. + The default value is . + + Reference loop handling. + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + Missing member handling. + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + Null value handling. + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + The default value handling. + + + + Gets or sets a collection that will be used during serialization. + + The converters. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + The preserve references handling. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + The type name handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + The contract resolver. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets the used by the serializer when resolving references. + + The reference resolver. + + + + Gets or sets a function that creates the used by the serializer when resolving references. + + A function that creates the used by the serializer when resolving references. + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the error handler called during serialization and deserialization. + + The error handler called during serialization and deserialization. + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets a value indicating whether there will be a check for additional content after deserializing an object. + The default value is false. + + + true if there will be a check for additional content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + using values copied from the passed in . + + + + + Represents a reader that provides fast, non-cached, forward-only access to JSON text data. + + + + + Initializes a new instance of the class with the specified . + + The containing the JSON data to read. + + + + Gets or sets the reader's property name table. + + + + + Gets or sets the reader's character buffer pool. + + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + + The current line number or 0 if no line information is available (for example, returns false). + + + + + Gets the current line position. + + + The current line position or 0 if no line information is available (for example, returns false). + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets or sets the writer's character array pool. + + + + + Gets or sets how many s to write for each level in the hierarchy when is set to . + + + + + Gets or sets which character to use to quote attribute values. + + + + + Gets or sets which character to use for indenting when is set to . + + + + + Gets or sets a value indicating whether object names will be surrounded with quotes. + + + + + Initializes a new instance of the class using the specified . + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying . + + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the specified end token. + + The end token to write. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Specifies the type of JSON token. + + + + + This is returned by the if a read method has not been called. + + + + + An object start token. + + + + + An array start token. + + + + + A constructor start token. + + + + + An object property name. + + + + + A comment. + + + + + Raw JSON. + + + + + An integer. + + + + + A float. + + + + + A string. + + + + + A boolean. + + + + + A null token. + + + + + An undefined token. + + + + + An object end token. + + + + + An array end token. + + + + + A constructor end token. + + + + + A Date. + + + + + Byte data. + + + + + + Represents a reader that provides validation. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Sets an event handler for receiving schema validation errors. + + + + + Gets the text value of the current JSON token. + + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + + Gets the type of the current JSON token. + + + + + + Gets the .NET type for the current JSON token. + + + + + + Initializes a new instance of the class that + validates the content returned from the given . + + The to read from while validating. + + + + Gets or sets the schema. + + The schema. + + + + Gets the used to construct this . + + The specified in the constructor. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a []. + + + A [] or null if the next JSON token is null. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets or sets a value indicating whether the destination should be closed when this writer is closed. + + + true to close the destination when this writer is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether the JSON should be auto-completed when this writer is closed. + + + true to auto-complete the JSON when this writer is closed; otherwise false. The default is true. + + + + + Gets the top. + + The top. + + + + Gets the state of the writer. + + + + + Gets the path of the writer. + + + + + Gets or sets a value indicating how JSON text output should be formatted. + + + + + Gets or sets how dates are written to JSON text. + + + + + Gets or sets how time zones are handled when writing JSON text. + + + + + Gets or sets how strings are escaped when writing JSON text. + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written to JSON text. + + + + + Gets or sets how and values are formatted when writing JSON text. + + + + + Gets or sets the culture used when writing JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the destination and also flushes the destination. + + + + + Closes this writer. + If is set to true, the destination is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the end of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the end of an array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end constructor. + + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes the end of the current JSON object or array. + + + + + Writes the current token and its children. + + The to read the token from. + + + + Writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + + + + Writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + + + + Writes the token. + + The to write. + + + + Writes the specified end token. + + The end token to write. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON without changing the writer's state. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Sets the state of the . + + The being written. + The value being written. + + + + The exception thrown when an error occurs while writing JSON text. + + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Specifies how JSON comments are handled when loading JSON. + + + + + Ignore comments. + + + + + Load comments as a with type . + + + + + Specifies how duplicate property names are handled when loading JSON. + + + + + Replace the existing value when there is a duplicate property. The value of the last property in the JSON object will be used. + + + + + Ignore the new value when there is a duplicate property. The value of the first property in the JSON object will be used. + + + + + Throw a when a duplicate property is encountered. + + + + + Contains the LINQ to JSON extension methods. + + + + + Returns a collection of tokens that contains the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the descendants of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, and the descendants of every token in the source collection. + + + + Returns a collection of child properties of every object in the source collection. + + An of that contains the source collection. + An of that contains the properties of every object in the source collection. + + + + Returns a collection of child values of every object in the source collection with the given key. + + An of that contains the source collection. + The token key. + An of that contains the values of every token in the source collection with the given key. + + + + Returns a collection of child values of every object in the source collection. + + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child values of every object in the source collection with the given key. + + The type to convert the values to. + An of that contains the source collection. + The token key. + An that contains the converted values of every token in the source collection with the given key. + + + + Returns a collection of converted child values of every object in the source collection. + + The type to convert the values to. + An of that contains the source collection. + An that contains the converted values of every token in the source collection. + + + + Converts the value. + + The type to convert the value to. + A cast as a of . + A converted value. + + + + Converts the value. + + The source collection type. + The type to convert the value to. + A cast as a of . + A converted value. + + + + Returns a collection of child tokens of every array in the source collection. + + The source collection type. + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child tokens of every array in the source collection. + + An of that contains the source collection. + The type to convert the values to. + The source collection type. + An that contains the converted values of every token in the source collection. + + + + Returns the input typed as . + + An of that contains the source collection. + The input typed as . + + + + Returns the input typed as . + + The source collection type. + An of that contains the source collection. + The input typed as . + + + + Represents a collection of objects. + + The type of token. + + + + Gets the of with the specified key. + + + + + + Represents a JSON array. + + + + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Loads an from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads an from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the at the specified index. + + + + + + Determines the index of a specific item in the . + + The object to locate in the . + + The index of if found in the list; otherwise, -1. + + + + + Inserts an item to the at the specified index. + + The zero-based index at which should be inserted. + The object to insert into the . + + is not a valid index in the . + + + + + Removes the item at the specified index. + + The zero-based index of the item to remove. + + is not a valid index in the . + + + + + Returns an enumerator that iterates through the collection. + + + A of that can be used to iterate through the collection. + + + + + Adds an item to the . + + The object to add to the . + + + + Removes all items from the . + + + + + Determines whether the contains a specific value. + + The object to locate in the . + + true if is found in the ; otherwise, false. + + + + + Copies the elements of the to an array, starting at a particular array index. + + The array. + Index of the array. + + + + Gets a value indicating whether the is read-only. + + true if the is read-only; otherwise, false. + + + + Removes the first occurrence of a specific object from the . + + The object to remove from the . + + true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . + + + + + Represents a JSON constructor. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets or sets the name of this constructor. + + The constructor name. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name. + + The constructor name. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a token that can contain other tokens. + + + + + Occurs when the list changes or an item in the list changes. + + + + + Occurs before an item is added to the collection. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Get the first child token of this token. + + + A containing the first child token of the . + + + + + Get the last child token of this token. + + + A containing the last child token of the . + + + + + Returns a collection of the child tokens of this token, in document order. + + + An of containing the child tokens of this , in document order. + + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + + A containing the child values of this , in document order. + + + + + Returns a collection of the descendant tokens for this token in document order. + + An of containing the descendant tokens of the . + + + + Returns a collection of the tokens that contain this token, and all descendant tokens of this token, in document order. + + An of containing this token, and all the descendant tokens of the . + + + + Adds the specified content as children of this . + + The content to be added. + + + + Adds the specified content as the first children of this . + + The content to be added. + + + + Creates a that can be used to add tokens to the . + + A that is ready to have content written to it. + + + + Replaces the child nodes of this token with the specified content. + + The content. + + + + Removes the child nodes from this token. + + + + + Merge the specified content into this . + + The content to be merged. + + + + Merge the specified content into this using . + + The content to be merged. + The used to merge the content. + + + + Gets the count of child JSON tokens. + + The count of child JSON tokens. + + + + Represents a collection of objects. + + The type of token. + + + + An empty collection of objects. + + + + + Initializes a new instance of the struct. + + The enumerable. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Gets the of with the specified key. + + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Represents a JSON object. + + + + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Occurs when a property value changes. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Gets the node type for this . + + The type. + + + + Gets an of of this object's properties. + + An of of this object's properties. + + + + Gets a with the specified name. + + The property name. + A with the specified name or null. + + + + Gets the with the specified name. + The exact name will be searched for first and if no matching property is found then + the will be used to match a property. + + The property name. + One of the enumeration values that specifies how the strings will be compared. + A matched with the specified name or null. + + + + Gets a of of this object's property values. + + A of of this object's property values. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the with the specified property name. + + + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified property name. + + Name of the property. + The with the specified property name. + + + + Gets the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + One of the enumeration values that specifies how the strings will be compared. + The with the specified property name. + + + + Tries to get the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + The value. + One of the enumeration values that specifies how the strings will be compared. + true if a value was successfully retrieved; otherwise, false. + + + + Adds the specified property name. + + Name of the property. + The value. + + + + Determines whether the JSON object has the specified property name. + + Name of the property. + true if the JSON object has the specified property name; otherwise, false. + + + + Removes the property with the specified name. + + Name of the property. + true if item was successfully removed; otherwise, false. + + + + Tries to get the with the specified property name. + + Name of the property. + The value. + true if a value was successfully retrieved; otherwise, false. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Represents a JSON property. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the property name. + + The property name. + + + + Gets or sets the property value. + + The property value. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a view of a . + + + + + Initializes a new instance of the class. + + The name. + + + + When overridden in a derived class, returns whether resetting an object changes its value. + + + true if resetting the component changes its value; otherwise, false. + + The component to test for reset capability. + + + + When overridden in a derived class, gets the current value of the property on a component. + + + The value of a property for a given component. + + The component with the property for which to retrieve the value. + + + + When overridden in a derived class, resets the value for this property of the component to the default value. + + The component with the property value that is to be reset to the default value. + + + + When overridden in a derived class, sets the value of the component to a different value. + + The component with the property value that is to be set. + The new value. + + + + When overridden in a derived class, determines a value indicating whether the value of this property needs to be persisted. + + + true if the property should be persisted; otherwise, false. + + The component with the property to be examined for persistence. + + + + When overridden in a derived class, gets the type of the component this property is bound to. + + + A that represents the type of component this property is bound to. + When the or + + methods are invoked, the object specified might be an instance of this type. + + + + + When overridden in a derived class, gets a value indicating whether this property is read-only. + + + true if the property is read-only; otherwise, false. + + + + + When overridden in a derived class, gets the type of the property. + + + A that represents the type of the property. + + + + + Gets the hash code for the name of the member. + + + + The hash code for the name of the member. + + + + + Represents a raw JSON string. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class. + + The raw json. + + + + Creates an instance of with the content of the reader's current token. + + The reader. + An instance of with the content of the reader's current token. + + + + Specifies the settings used when cloning JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets a flag that indicates whether to copy annotations when cloning a . + The default value is true. + + + A flag that indicates whether to copy annotations when cloning a . + + + + + Specifies the settings used when loading JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets how JSON comments are handled when loading JSON. + The default value is . + + The JSON comment handling. + + + + Gets or sets how JSON line info is handled when loading JSON. + The default value is . + + The JSON line info handling. + + + + Gets or sets how duplicate property names in JSON objects are handled when loading JSON. + The default value is . + + The JSON duplicate property name handling. + + + + Specifies the settings used when merging JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets the method used when merging JSON arrays. + + The method used when merging JSON arrays. + + + + Gets or sets how null value properties are merged. + + How null value properties are merged. + + + + Gets or sets the comparison used to match property names while merging. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + The comparison used to match property names while merging. + + + + Specifies the settings used when selecting JSON. + + + + + Gets or sets a flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + A flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + + + Represents an abstract JSON token. + + + + + Gets a comparer that can compare two tokens for value equality. + + A that can compare two nodes for value equality. + + + + Gets or sets the parent. + + The parent. + + + + Gets the root of this . + + The root of this . + + + + Gets the node type for this . + + The type. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Compares the values of two tokens, including the values of all descendant tokens. + + The first to compare. + The second to compare. + true if the tokens are equal; otherwise false. + + + + Gets the next sibling token of this node. + + The that contains the next sibling token. + + + + Gets the previous sibling token of this node. + + The that contains the previous sibling token. + + + + Gets the path of the JSON token. + + + + + Adds the specified content immediately after this token. + + A content object that contains simple content or a collection of content objects to be added after this token. + + + + Adds the specified content immediately before this token. + + A content object that contains simple content or a collection of content objects to be added before this token. + + + + Returns a collection of the ancestor tokens of this token. + + A collection of the ancestor tokens of this token. + + + + Returns a collection of tokens that contain this token, and the ancestors of this token. + + A collection of tokens that contain this token, and the ancestors of this token. + + + + Returns a collection of the sibling tokens after this token, in document order. + + A collection of the sibling tokens after this tokens, in document order. + + + + Returns a collection of the sibling tokens before this token, in document order. + + A collection of the sibling tokens before this token, in document order. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets the with the specified key converted to the specified type. + + The type to convert the token to. + The token key. + The converted token value. + + + + Get the first child token of this token. + + A containing the first child token of the . + + + + Get the last child token of this token. + + A containing the last child token of the . + + + + Returns a collection of the child tokens of this token, in document order. + + An of containing the child tokens of this , in document order. + + + + Returns a collection of the child tokens of this token, in document order, filtered by the specified type. + + The type to filter the child tokens on. + A containing the child tokens of this , in document order. + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + A containing the child values of this , in document order. + + + + Removes this token from its parent. + + + + + Replaces this token with the specified token. + + The value. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Returns the indented JSON for this token. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + The indented JSON for this token. + + + + + Returns the JSON for this token using the given formatting and converters. + + Indicates how the output should be formatted. + A collection of s which will be used when writing the token. + The JSON for this token using the given formatting and converters. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to []. + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from [] to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Creates a for this token. + + A that can be used to read this token and its descendants. + + + + Creates a from an object. + + The object that will be used to create . + A with the value of the specified object. + + + + Creates a from an object using the specified . + + The object that will be used to create . + The that will be used when reading the object. + A with the value of the specified object. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + Creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A , or null. + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + A . + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + The used to select tokens. + A . + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + The used to select tokens. + An of that contains the selected elements. + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A new instance of the . + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A object to configure cloning settings. + A new instance of the . + + + + Adds an object to the annotation list of this . + + The annotation to add. + + + + Get the first annotation object of the specified type from this . + + The type of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets the first annotation object of the specified type from this . + + The of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets a collection of annotations of the specified type for this . + + The type of the annotations to retrieve. + An that contains the annotations for this . + + + + Gets a collection of annotations of the specified type for this . + + The of the annotations to retrieve. + An of that contains the annotations that match the specified type for this . + + + + Removes the annotations of the specified type from this . + + The type of annotations to remove. + + + + Removes the annotations of the specified type from this . + + The of annotations to remove. + + + + Compares tokens to determine whether they are equal. + + + + + Determines whether the specified objects are equal. + + The first object of type to compare. + The second object of type to compare. + + true if the specified objects are equal; otherwise, false. + + + + + Returns a hash code for the specified object. + + The for which a hash code is to be returned. + A hash code for the specified object. + The type of is a reference type and is null. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Gets the at the reader's current position. + + + + + Initializes a new instance of the class. + + The token to read from. + + + + Initializes a new instance of the class. + + The token to read from. + The initial path of the token. It is prepended to the returned . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Gets the path of the current JSON token. + + + + + Specifies the type of token. + + + + + No token type has been set. + + + + + A JSON object. + + + + + A JSON array. + + + + + A JSON constructor. + + + + + A JSON object property. + + + + + A comment. + + + + + An integer value. + + + + + A float value. + + + + + A string value. + + + + + A boolean value. + + + + + A null value. + + + + + An undefined value. + + + + + A date value. + + + + + A raw JSON value. + + + + + A collection of bytes value. + + + + + A Guid value. + + + + + A Uri value. + + + + + A TimeSpan value. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets the at the writer's current position. + + + + + Gets the token being written. + + The token being written. + + + + Initializes a new instance of the class writing to the given . + + The container being written to. + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the underlying . + + + + + Closes this writer. + If is set to true, the JSON is auto-completed. + + + Setting to true has no additional effect, since the underlying is a type that cannot be closed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end. + + The token. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes a value. + An error will be raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Represents a value in JSON (string, integer, date, etc). + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Creates a comment with the given value. + + The value. + A comment with the given value. + + + + Creates a string with the given value. + + The value. + A string with the given value. + + + + Creates a null value. + + A null value. + + + + Creates a undefined value. + + A undefined value. + + + + Gets the node type for this . + + The type. + + + + Gets or sets the underlying token value. + + The underlying token value. + + + + Writes this token to a . + + A into which this method will write. + A collection of s which will be used when writing the token. + + + + Indicates whether the current object is equal to another object of the same type. + + + true if the current object is equal to the parameter; otherwise, false. + + An object to compare with this object. + + + + Determines whether the specified is equal to the current . + + The to compare with the current . + + true if the specified is equal to the current ; otherwise, false. + + + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + + + + Returns a that represents this instance. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format provider. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + The format provider. + + A that represents this instance. + + + + + Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object. + + An object to compare with this instance. + + A 32-bit signed integer that indicates the relative order of the objects being compared. The return value has these meanings: + Value + Meaning + Less than zero + This instance is less than . + Zero + This instance is equal to . + Greater than zero + This instance is greater than . + + + is not of the same type as this instance. + + + + + Specifies how line information is handled when loading JSON. + + + + + Ignore line information. + + + + + Load line information. + + + + + Specifies how JSON arrays are merged together. + + + + Concatenate arrays. + + + Union arrays, skipping items that already exist. + + + Replace all array items. + + + Merge array items together, matched by index. + + + + Specifies how null value properties are merged. + + + + + The content's null value properties will be ignored during merging. + + + + + The content's null value properties will be merged. + + + + + Specifies the member serialization options for the . + + + + + All public members are serialized by default. Members can be excluded using or . + This is the default member serialization mode. + + + + + Only members marked with or are serialized. + This member serialization mode can also be set by marking the class with . + + + + + All public and private fields are serialized. Members can be excluded using or . + This member serialization mode can also be set by marking the class with + and setting IgnoreSerializableAttribute on to false. + + + + + Specifies metadata property handling options for the . + + + + + Read metadata properties located at the start of a JSON object. + + + + + Read metadata properties located anywhere in a JSON object. Note that this setting will impact performance. + + + + + Do not try to read metadata properties. + + + + + Specifies missing member handling options for the . + + + + + Ignore a missing member and do not attempt to deserialize it. + + + + + Throw a when a missing member is encountered during deserialization. + + + + + Specifies null value handling options for the . + + + + + + + + + Include null values when serializing and deserializing objects. + + + + + Ignore null values when serializing and deserializing objects. + + + + + Specifies how object creation is handled by the . + + + + + Reuse existing objects, create new objects when needed. + + + + + Only reuse existing objects. + + + + + Always create new objects. + + + + + Specifies reference handling options for the . + Note that references cannot be preserved when a value is set via a non-default constructor such as types that implement . + + + + + + + + Do not preserve references when serializing types. + + + + + Preserve references when serializing into a JSON object structure. + + + + + Preserve references when serializing into a JSON array structure. + + + + + Preserve references when serializing. + + + + + Specifies reference loop handling options for the . + + + + + Throw a when a loop is encountered. + + + + + Ignore loop references and do not serialize. + + + + + Serialize loop references. + + + + + Indicating whether a property is required. + + + + + The property is not required. The default state. + + + + + The property must be defined in JSON but can be a null value. + + + + + The property must be defined in JSON and cannot be a null value. + + + + + The property is not required but it cannot be a null value. + + + + + + Contains the JSON schema extension methods. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + true if the specified is valid; otherwise, false. + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + When this method returns, contains any error messages generated while validating. + + true if the specified is valid; otherwise, false. + + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + The validation event handler. + + + + + An in-memory representation of a JSON Schema. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the id. + + + + + Gets or sets the title. + + + + + Gets or sets whether the object is required. + + + + + Gets or sets whether the object is read-only. + + + + + Gets or sets whether the object is visible to users. + + + + + Gets or sets whether the object is transient. + + + + + Gets or sets the description of the object. + + + + + Gets or sets the types of values allowed by the object. + + The type. + + + + Gets or sets the pattern. + + The pattern. + + + + Gets or sets the minimum length. + + The minimum length. + + + + Gets or sets the maximum length. + + The maximum length. + + + + Gets or sets a number that the value should be divisible by. + + A number that the value should be divisible by. + + + + Gets or sets the minimum. + + The minimum. + + + + Gets or sets the maximum. + + The maximum. + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the minimum attribute (). + + A flag indicating whether the value can not equal the number defined by the minimum attribute (). + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the maximum attribute (). + + A flag indicating whether the value can not equal the number defined by the maximum attribute (). + + + + Gets or sets the minimum number of items. + + The minimum number of items. + + + + Gets or sets the maximum number of items. + + The maximum number of items. + + + + Gets or sets the of items. + + The of items. + + + + Gets or sets a value indicating whether items in an array are validated using the instance at their array position from . + + + true if items are validated using their array position; otherwise, false. + + + + + Gets or sets the of additional items. + + The of additional items. + + + + Gets or sets a value indicating whether additional items are allowed. + + + true if additional items are allowed; otherwise, false. + + + + + Gets or sets whether the array items must be unique. + + + + + Gets or sets the of properties. + + The of properties. + + + + Gets or sets the of additional properties. + + The of additional properties. + + + + Gets or sets the pattern properties. + + The pattern properties. + + + + Gets or sets a value indicating whether additional properties are allowed. + + + true if additional properties are allowed; otherwise, false. + + + + + Gets or sets the required property if this property is present. + + The required property if this property is present. + + + + Gets or sets the a collection of valid enum values allowed. + + A collection of valid enum values allowed. + + + + Gets or sets disallowed types. + + The disallowed types. + + + + Gets or sets the default value. + + The default value. + + + + Gets or sets the collection of that this schema extends. + + The collection of that this schema extends. + + + + Gets or sets the format. + + The format. + + + + Initializes a new instance of the class. + + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The object representing the JSON Schema. + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The to use when resolving schema references. + The object representing the JSON Schema. + + + + Load a from a string that contains JSON Schema. + + A that contains JSON Schema. + A populated from the string that contains JSON Schema. + + + + Load a from a string that contains JSON Schema using the specified . + + A that contains JSON Schema. + The resolver. + A populated from the string that contains JSON Schema. + + + + Writes this schema to a . + + A into which this method will write. + + + + Writes this schema to a using the specified . + + A into which this method will write. + The resolver used. + + + + Returns a that represents the current . + + + A that represents the current . + + + + + + Returns detailed information about the schema exception. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + + Generates a from a specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets how undefined schemas are handled by the serializer. + + + + + Gets or sets the contract resolver. + + The contract resolver. + + + + Generate a from the specified type. + + The type to generate a from. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + + Resolves from an id. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the loaded schemas. + + The loaded schemas. + + + + Initializes a new instance of the class. + + + + + Gets a for the specified reference. + + The id. + A for the specified reference. + + + + + The value types allowed by the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + No type specified. + + + + + String type. + + + + + Float type. + + + + + Integer type. + + + + + Boolean type. + + + + + Object type. + + + + + Array type. + + + + + Null type. + + + + + Any type. + + + + + + Specifies undefined schema Id handling options for the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Do not infer a schema Id. + + + + + Use the .NET type name as the schema Id. + + + + + Use the assembly qualified .NET type name as the schema Id. + + + + + + Returns detailed information related to the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the associated with the validation error. + + The JsonSchemaException associated with the validation error. + + + + Gets the path of the JSON location where the validation error occurred. + + The path of the JSON location where the validation error occurred. + + + + Gets the text description corresponding to the validation error. + + The text description. + + + + + Represents the callback method that will handle JSON schema validation events and the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + A camel case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Resolves member mappings for a type, camel casing property names. + + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used by to resolve a for a given . + + + + + Gets a value indicating whether members are being get and set using dynamic code generation. + This value is determined by the runtime permissions available. + + + true if using dynamic code generation; otherwise, false. + + + + + Gets or sets the default members search flags. + + The default members search flags. + + + + Gets or sets a value indicating whether compiler generated members should be serialized. + + + true if serialized compiler generated members; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the interface when serializing and deserializing types. + + + true if the interface will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the attribute when serializing and deserializing types. + + + true if the attribute will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore IsSpecified members when serializing and deserializing types. + + + true if the IsSpecified members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore ShouldSerialize members when serializing and deserializing types. + + + true if the ShouldSerialize members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets the naming strategy used to resolve how property names and dictionary keys are serialized. + + The naming strategy used to resolve how property names and dictionary keys are serialized. + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Gets the serializable members for the type. + + The type to get serializable members for. + The serializable members for the type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates the constructor parameters. + + The constructor to create properties for. + The type's member properties. + Properties for the given . + + + + Creates a for the given . + + The matching member property. + The constructor parameter. + A created for the given . + + + + Resolves the default for the contract. + + Type of the object. + The contract's default . + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Determines which contract type is created for the given type. + + Type of the object. + A for the given type. + + + + Creates properties for the given . + + The type to create properties for. + /// The member serialization mode for the type. + Properties for the given . + + + + Creates the used by the serializer to get and set values from a member. + + The member. + The used by the serializer to get and set values from a member. + + + + Creates a for the given . + + The member's parent . + The member to create a for. + A created for the given . + + + + Resolves the name of the property. + + Name of the property. + Resolved name of the property. + + + + Resolves the name of the extension data. By default no changes are made to extension data names. + + Name of the extension data. + Resolved name of the extension data. + + + + Resolves the key of the dictionary. By default is used to resolve dictionary keys. + + Key of the dictionary. + Resolved key of the dictionary. + + + + Gets the resolved name of the property. + + Name of the property. + Name of the property. + + + + The default naming strategy. Property names and dictionary keys are unchanged. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + The default serialization binder used when resolving and loading classes from type names. + + + + + Initializes a new instance of the class. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + The type of the object the formatter creates a new instance of. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer that writes to the application's instances. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides information surrounding an error. + + + + + Gets the error. + + The error. + + + + Gets the original object that caused the error. + + The original object that caused the error. + + + + Gets the member that caused the error. + + The member that caused the error. + + + + Gets the path of the JSON location where the error occurred. + + The path of the JSON location where the error occurred. + + + + Gets or sets a value indicating whether this is handled. + + true if handled; otherwise, false. + + + + Provides data for the Error event. + + + + + Gets the current object the error event is being raised against. + + The current object the error event is being raised against. + + + + Gets the error context. + + The error context. + + + + Initializes a new instance of the class. + + The current object. + The error context. + + + + Provides methods to get attributes. + + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Used by to resolve a for a given . + + + + + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used to resolve references when serializing and deserializing JSON by the . + + + + + Resolves a reference to its object. + + The serialization context. + The reference to resolve. + The object that was resolved from the reference. + + + + Gets the reference for the specified object. + + The serialization context. + The object to get a reference for. + The reference to the object. + + + + Determines whether the specified object is referenced. + + The serialization context. + The object to test for a reference. + + true if the specified object is referenced; otherwise, false. + + + + + Adds a reference to the specified object. + + The serialization context. + The reference. + The object to reference. + + + + Allows users to control class loading and mandate what class to load. + + + + + When implemented, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When implemented, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + The that will be used to filter the trace messages passed to the writer. + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Provides methods to get and set values. + + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Contract details for a used by the . + + + + + Gets the of the collection items. + + The of the collection items. + + + + Gets a value indicating whether the collection type is a multidimensional array. + + true if the collection type is a multidimensional array; otherwise, false. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the collection values. + + true if the creator has a parameter with the collection values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the default collection items . + + The converter. + + + + Gets or sets a value indicating whether the collection items preserve object references. + + true if collection items preserve object references; otherwise, false. + + + + Gets or sets the collection item reference loop handling. + + The reference loop handling. + + + + Gets or sets the collection item type name handling. + + The type name handling. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Handles serialization callback events. + + The object that raised the callback event. + The streaming context. + + + + Handles serialization error callback events. + + The object that raised the callback event. + The streaming context. + The error context. + + + + Sets extension data for an object during deserialization. + + The object to set extension data on. + The extension data key. + The extension data value. + + + + Gets extension data for an object during serialization. + + The object to set extension data on. + + + + Contract details for a used by the . + + + + + Gets the underlying type for the contract. + + The underlying type for the contract. + + + + Gets or sets the type created during deserialization. + + The type created during deserialization. + + + + Gets or sets whether this type contract is serialized as a reference. + + Whether this type contract is serialized as a reference. + + + + Gets or sets the default for this contract. + + The converter. + + + + Gets the internally resolved for the contract's type. + This converter is used as a fallback converter when no other converter is resolved. + Setting will always override this converter. + + + + + Gets or sets all methods called immediately after deserialization of the object. + + The methods called immediately after deserialization of the object. + + + + Gets or sets all methods called during deserialization of the object. + + The methods called during deserialization of the object. + + + + Gets or sets all methods called after serialization of the object graph. + + The methods called after serialization of the object graph. + + + + Gets or sets all methods called before serialization of the object. + + The methods called before serialization of the object. + + + + Gets or sets all method called when an error is thrown during the serialization of the object. + + The methods called when an error is thrown during the serialization of the object. + + + + Gets or sets the default creator method used to create the object. + + The default creator method used to create the object. + + + + Gets or sets a value indicating whether the default creator is non-public. + + true if the default object creator is non-public; otherwise, false. + + + + Contract details for a used by the . + + + + + Gets or sets the dictionary key resolver. + + The dictionary key resolver. + + + + Gets the of the dictionary keys. + + The of the dictionary keys. + + + + Gets the of the dictionary values. + + The of the dictionary values. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the dictionary values. + + true if the creator has a parameter with the dictionary values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object constructor. + + The object constructor. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object member serialization. + + The member object serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets the object's properties. + + The object's properties. + + + + Gets a collection of instances that define the parameters used with . + + + + + Gets or sets the function used to create the object. When set this function will override . + This function is called with a collection of arguments which are defined by the collection. + + The function used to create the object. + + + + Gets or sets the extension data setter. + + + + + Gets or sets the extension data getter. + + + + + Gets or sets the extension data value type. + + + + + Gets or sets the extension data name resolver. + + The extension data name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Maps a JSON property to a .NET member or constructor parameter. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the type that declared this property. + + The type that declared this property. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets the name of the underlying member or parameter. + + The name of the underlying member or parameter. + + + + Gets the that will get and set the during serialization. + + The that will get and set the during serialization. + + + + Gets or sets the for this property. + + The for this property. + + + + Gets or sets the type of the property. + + The type of the property. + + + + Gets or sets the for the property. + If set this converter takes precedence over the contract converter for the property type. + + The converter. + + + + Gets or sets the member converter. + + The member converter. + + + + Gets or sets a value indicating whether this is ignored. + + true if ignored; otherwise, false. + + + + Gets or sets a value indicating whether this is readable. + + true if readable; otherwise, false. + + + + Gets or sets a value indicating whether this is writable. + + true if writable; otherwise, false. + + + + Gets or sets a value indicating whether this has a member attribute. + + true if has a member attribute; otherwise, false. + + + + Gets the default value. + + The default value. + + + + Gets or sets a value indicating whether this is required. + + A value indicating whether this is required. + + + + Gets a value indicating whether has a value specified. + + + + + Gets or sets a value indicating whether this property preserves object references. + + + true if this instance is reference; otherwise, false. + + + + + Gets or sets the property null value handling. + + The null value handling. + + + + Gets or sets the property default value handling. + + The default value handling. + + + + Gets or sets the property reference loop handling. + + The reference loop handling. + + + + Gets or sets the property object creation handling. + + The object creation handling. + + + + Gets or sets or sets the type name handling. + + The type name handling. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets a predicate used to determine whether the property should be deserialized. + + A predicate used to determine whether the property should be deserialized. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets an action used to set whether the property has been deserialized. + + An action used to set whether the property has been deserialized. + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Gets or sets the converter used when serializing the property's collection items. + + The collection's items converter. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + A collection of objects. + + + + + Initializes a new instance of the class. + + The type. + + + + When implemented in a derived class, extracts the key from the specified element. + + The element from which to extract the key. + The key for the specified element. + + + + Adds a object. + + The property to add to the collection. + + + + Gets the closest matching object. + First attempts to get an exact case match of and then + a case insensitive match. + + Name of the property. + A matching property if found. + + + + Gets a property by property name. + + The name of the property to get. + Type property name string comparison. + A matching property if found. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Lookup and create an instance of the type described by the argument. + + The type to create. + Optional arguments to pass to an initializing constructor of the JsonConverter. + If null, the default constructor is used. + + + + A kebab case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Represents a trace writer that writes to memory. When the trace message limit is + reached then old trace messages will be removed as new messages are added. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Initializes a new instance of the class. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Returns an enumeration of the most recent trace messages. + + An enumeration of the most recent trace messages. + + + + Returns a of the most recent trace messages. + + + A of the most recent trace messages. + + + + + A base class for resolving how property names and dictionary keys are serialized. + + + + + A flag indicating whether dictionary keys should be processed. + Defaults to false. + + + + + A flag indicating whether extension data names should be processed. + Defaults to false. + + + + + A flag indicating whether explicitly specified property names, + e.g. a property name customized with a , should be processed. + Defaults to false. + + + + + Gets the serialized name for a given property name. + + The initial property name. + A flag indicating whether the property has had a name explicitly specified. + The serialized property name. + + + + Gets the serialized name for a given extension data name. + + The initial extension data name. + The serialized extension data name. + + + + Gets the serialized key for a given dictionary key. + + The initial dictionary key. + The serialized dictionary key. + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Hash code calculation + + + + + + Object equality implementation + + + + + + + Compare to another NamingStrategy + + + + + + + Represents a method that constructs an object. + + The object type to create. + + + + When applied to a method, specifies that the method is called when an error occurs serializing an object. + + + + + Provides methods to get attributes from a , , or . + + + + + Initializes a new instance of the class. + + The instance to get attributes for. This parameter should be a , , or . + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Get and set values for a using reflection. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + A snake case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Specifies how strings are escaped when writing JSON text. + + + + + Only control characters (e.g. newline) are escaped. + + + + + All non-ASCII and control characters (e.g. newline) are escaped. + + + + + HTML (<, >, &, ', ") and control characters (e.g. newline) are escaped. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the LoadWithPartialName method of the class is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The Load method of the class is used to load the assembly. + + + + + Specifies type name handling options for the . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Do not include the .NET type name when serializing types. + + + + + Include the .NET type name when serializing into a JSON object structure. + + + + + Include the .NET type name when serializing into a JSON array structure. + + + + + Always include the .NET type name when serializing. + + + + + Include the .NET type name when the type of the object being serialized is not the same as its declared type. + Note that this doesn't include the root serialized object by default. To include the root object's type name in JSON + you must specify a root type object with + or . + + + + + Determines whether the collection is null or empty. + + The collection. + + true if the collection is null or empty; otherwise, false. + + + + + Adds the elements of the specified collection to the specified generic . + + The list to add to. + The collection of elements to add. + + + + Converts the value to the specified type. If the value is unable to be converted, the + value is checked whether it assignable to the specified type. + + The value to convert. + The culture to use when converting. + The type to convert or cast the value to. + + The converted type. If conversion was unsuccessful, the initial value + is returned if assignable to the target type. + + + + + Helper class for serializing immutable collections. + Note that this is used by all builds, even those that don't support immutable collections, in case the DLL is GACed + https://github.com/JamesNK/Newtonsoft.Json/issues/652 + + + + + Provides a set of static (Shared in Visual Basic) methods for + querying objects that implement . + + + + + Returns the input typed as . + + + + + Returns an empty that has the + specified type argument. + + + + + Converts the elements of an to the + specified type. + + + + + Filters the elements of an based on a specified type. + + + + + Generates a sequence of integral numbers within a specified range. + + The value of the first integer in the sequence. + The number of sequential integers to generate. + + + + Generates a sequence that contains one repeated value. + + + + + Filters a sequence of values based on a predicate. + + + + + Filters a sequence of values based on a predicate. + Each element's index is used in the logic of the predicate function. + + + + + Projects each element of a sequence into a new form. + + + + + Projects each element of a sequence into a new form by + incorporating the element's index. + + + + + Projects each element of a sequence to an + and flattens the resulting sequences into one sequence. + + + + + Projects each element of a sequence to an , + and flattens the resulting sequences into one sequence. The + index of each source element is used in the projected form of + that element. + + + + + Projects each element of a sequence to an , + flattens the resulting sequences into one sequence, and invokes + a result selector function on each element therein. + + + + + Projects each element of a sequence to an , + flattens the resulting sequences into one sequence, and invokes + a result selector function on each element therein. The index of + each source element is used in the intermediate projected form + of that element. + + + + + Returns elements from a sequence as long as a specified condition is true. + + + + + Returns elements from a sequence as long as a specified condition is true. + The element's index is used in the logic of the predicate function. + + + + + Base implementation of First operator. + + + + + Returns the first element of a sequence. + + + + + Returns the first element in a sequence that satisfies a specified condition. + + + + + Returns the first element of a sequence, or a default value if + the sequence contains no elements. + + + + + Returns the first element of the sequence that satisfies a + condition or a default value if no such element is found. + + + + + Base implementation of Last operator. + + + + + Returns the last element of a sequence. + + + + + Returns the last element of a sequence that satisfies a + specified condition. + + + + + Returns the last element of a sequence, or a default value if + the sequence contains no elements. + + + + + Returns the last element of a sequence that satisfies a + condition or a default value if no such element is found. + + + + + Base implementation of Single operator. + + + + + Returns the only element of a sequence, and throws an exception + if there is not exactly one element in the sequence. + + + + + Returns the only element of a sequence that satisfies a + specified condition, and throws an exception if more than one + such element exists. + + + + + Returns the only element of a sequence, or a default value if + the sequence is empty; this method throws an exception if there + is more than one element in the sequence. + + + + + Returns the only element of a sequence that satisfies a + specified condition or a default value if no such element + exists; this method throws an exception if more than one element + satisfies the condition. + + + + + Returns the element at a specified index in a sequence. + + + + + Returns the element at a specified index in a sequence or a + default value if the index is out of range. + + + + + Inverts the order of the elements in a sequence. + + + + + Returns a specified number of contiguous elements from the start + of a sequence. + + + + + Bypasses a specified number of elements in a sequence and then + returns the remaining elements. + + + + + Bypasses elements in a sequence as long as a specified condition + is true and then returns the remaining elements. + + + + + Bypasses elements in a sequence as long as a specified condition + is true and then returns the remaining elements. The element's + index is used in the logic of the predicate function. + + + + + Returns the number of elements in a sequence. + + + + + Returns a number that represents how many elements in the + specified sequence satisfy a condition. + + + + + Returns a that represents the total number + of elements in a sequence. + + + + + Returns a that represents how many elements + in a sequence satisfy a condition. + + + + + Concatenates two sequences. + + + + + Creates a from an . + + + + + Creates an array from an . + + + + + Returns distinct elements from a sequence by using the default + equality comparer to compare values. + + + + + Returns distinct elements from a sequence by using a specified + to compare values. + + + + + Creates a from an + according to a specified key + selector function. + + + + + Creates a from an + according to a specified key + selector function and a key comparer. + + + + + Creates a from an + according to specified key + and element selector functions. + + + + + Creates a from an + according to a specified key + selector function, a comparer and an element selector function. + + + + + Groups the elements of a sequence according to a specified key + selector function. + + + + + Groups the elements of a sequence according to a specified key + selector function and compares the keys by using a specified + comparer. + + + + + Groups the elements of a sequence according to a specified key + selector function and projects the elements for each group by + using a specified function. + + + + + Groups the elements of a sequence according to a specified key + selector function and creates a result value from each group and + its key. + + + + + Groups the elements of a sequence according to a key selector + function. The keys are compared by using a comparer and each + group's elements are projected by using a specified function. + + + + + Groups the elements of a sequence according to a specified key + selector function and creates a result value from each group and + its key. The elements of each group are projected by using a + specified function. + + + + + Groups the elements of a sequence according to a specified key + selector function and creates a result value from each group and + its key. The keys are compared by using a specified comparer. + + + + + Groups the elements of a sequence according to a specified key + selector function and creates a result value from each group and + its key. Key values are compared by using a specified comparer, + and the elements of each group are projected by using a + specified function. + + + + + Applies an accumulator function over a sequence. + + + + + Applies an accumulator function over a sequence. The specified + seed value is used as the initial accumulator value. + + + + + Applies an accumulator function over a sequence. The specified + seed value is used as the initial accumulator value, and the + specified function is used to select the result value. + + + + + Produces the set union of two sequences by using the default + equality comparer. + + + + + Produces the set union of two sequences by using a specified + . + + + + + Returns the elements of the specified sequence or the type + parameter's default value in a singleton collection if the + sequence is empty. + + + + + Returns the elements of the specified sequence or the specified + value in a singleton collection if the sequence is empty. + + + + + Determines whether all elements of a sequence satisfy a condition. + + + + + Determines whether a sequence contains any elements. + + + + + Determines whether any element of a sequence satisfies a + condition. + + + + + Determines whether a sequence contains a specified element by + using the default equality comparer. + + + + + Determines whether a sequence contains a specified element by + using a specified . + + + + + Determines whether two sequences are equal by comparing the + elements by using the default equality comparer for their type. + + + + + Determines whether two sequences are equal by comparing their + elements by using a specified . + + + + + Base implementation for Min/Max operator. + + + + + Base implementation for Min/Max operator for nullable types. + + + + + Returns the minimum value in a generic sequence. + + + + + Invokes a transform function on each element of a generic + sequence and returns the minimum resulting value. + + + + + Returns the maximum value in a generic sequence. + + + + + Invokes a transform function on each element of a generic + sequence and returns the maximum resulting value. + + + + + Makes an enumerator seen as enumerable once more. + + + The supplied enumerator must have been started. The first element + returned is the element the enumerator was on when passed in. + DO NOT use this method if the caller must be a generator. It is + mostly safe among aggregate operations. + + + + + Sorts the elements of a sequence in ascending order according to a key. + + + + + Sorts the elements of a sequence in ascending order by using a + specified comparer. + + + + + Sorts the elements of a sequence in descending order according to a key. + + + + + Sorts the elements of a sequence in descending order by using a + specified comparer. + + + + + Performs a subsequent ordering of the elements in a sequence in + ascending order according to a key. + + + + + Performs a subsequent ordering of the elements in a sequence in + ascending order by using a specified comparer. + + + + + Performs a subsequent ordering of the elements in a sequence in + descending order, according to a key. + + + + + Performs a subsequent ordering of the elements in a sequence in + descending order by using a specified comparer. + + + + + Base implementation for Intersect and Except operators. + + + + + Produces the set intersection of two sequences by using the + default equality comparer to compare values. + + + + + Produces the set intersection of two sequences by using the + specified to compare values. + + + + + Produces the set difference of two sequences by using the + default equality comparer to compare values. + + + + + Produces the set difference of two sequences by using the + specified to compare values. + + + + + Creates a from an + according to a specified key + selector function. + + + + + Creates a from an + according to a specified key + selector function and key comparer. + + + + + Creates a from an + according to specified key + selector and element selector functions. + + + + + Creates a from an + according to a specified key + selector function, a comparer, and an element selector function. + + + + + Correlates the elements of two sequences based on matching keys. + The default equality comparer is used to compare keys. + + + + + Correlates the elements of two sequences based on matching keys. + The default equality comparer is used to compare keys. A + specified is used to compare keys. + + + + + Correlates the elements of two sequences based on equality of + keys and groups the results. The default equality comparer is + used to compare keys. + + + + + Correlates the elements of two sequences based on equality of + keys and groups the results. The default equality comparer is + used to compare keys. A specified + is used to compare keys. + + + + + Computes the sum of a sequence of values. + + + + + Computes the sum of a sequence of + values that are obtained by invoking a transform function on + each element of the input sequence. + + + + + Computes the average of a sequence of values. + + + + + Computes the average of a sequence of values + that are obtained by invoking a transform function on each + element of the input sequence. + + + + + Computes the sum of a sequence of nullable values. + + + + + Computes the sum of a sequence of nullable + values that are obtained by invoking a transform function on + each element of the input sequence. + + + + + Computes the average of a sequence of nullable values. + + + + + Computes the average of a sequence of nullable values + that are obtained by invoking a transform function on each + element of the input sequence. + + + + + Returns the minimum value in a sequence of nullable + values. + + + + + Invokes a transform function on each element of a sequence and + returns the minimum nullable value. + + + + + Returns the maximum value in a sequence of nullable + values. + + + + + Invokes a transform function on each element of a sequence and + returns the maximum nullable value. + + + + + Computes the sum of a sequence of values. + + + + + Computes the sum of a sequence of + values that are obtained by invoking a transform function on + each element of the input sequence. + + + + + Computes the average of a sequence of values. + + + + + Computes the average of a sequence of values + that are obtained by invoking a transform function on each + element of the input sequence. + + + + + Computes the sum of a sequence of nullable values. + + + + + Computes the sum of a sequence of nullable + values that are obtained by invoking a transform function on + each element of the input sequence. + + + + + Computes the average of a sequence of nullable values. + + + + + Computes the average of a sequence of nullable values + that are obtained by invoking a transform function on each + element of the input sequence. + + + + + Returns the minimum value in a sequence of nullable + values. + + + + + Invokes a transform function on each element of a sequence and + returns the minimum nullable value. + + + + + Returns the maximum value in a sequence of nullable + values. + + + + + Invokes a transform function on each element of a sequence and + returns the maximum nullable value. + + + + + Computes the sum of a sequence of nullable values. + + + + + Computes the sum of a sequence of + values that are obtained by invoking a transform function on + each element of the input sequence. + + + + + Computes the average of a sequence of values. + + + + + Computes the average of a sequence of values + that are obtained by invoking a transform function on each + element of the input sequence. + + + + + Computes the sum of a sequence of nullable values. + + + + + Computes the sum of a sequence of nullable + values that are obtained by invoking a transform function on + each element of the input sequence. + + + + + Computes the average of a sequence of nullable values. + + + + + Computes the average of a sequence of nullable values + that are obtained by invoking a transform function on each + element of the input sequence. + + + + + Returns the minimum value in a sequence of nullable + values. + + + + + Invokes a transform function on each element of a sequence and + returns the minimum nullable value. + + + + + Returns the maximum value in a sequence of nullable + values. + + + + + Invokes a transform function on each element of a sequence and + returns the maximum nullable value. + + + + + Computes the sum of a sequence of values. + + + + + Computes the sum of a sequence of + values that are obtained by invoking a transform function on + each element of the input sequence. + + + + + Computes the average of a sequence of values. + + + + + Computes the average of a sequence of values + that are obtained by invoking a transform function on each + element of the input sequence. + + + + + Computes the sum of a sequence of nullable values. + + + + + Computes the sum of a sequence of nullable + values that are obtained by invoking a transform function on + each element of the input sequence. + + + + + Computes the average of a sequence of nullable values. + + + + + Computes the average of a sequence of nullable values + that are obtained by invoking a transform function on each + element of the input sequence. + + + + + Returns the minimum value in a sequence of nullable + values. + + + + + Invokes a transform function on each element of a sequence and + returns the minimum nullable value. + + + + + Returns the maximum value in a sequence of nullable + values. + + + + + Invokes a transform function on each element of a sequence and + returns the maximum nullable value. + + + + + Computes the sum of a sequence of values. + + + + + Computes the sum of a sequence of + values that are obtained by invoking a transform function on + each element of the input sequence. + + + + + Computes the average of a sequence of values. + + + + + Computes the average of a sequence of values + that are obtained by invoking a transform function on each + element of the input sequence. + + + + + Computes the sum of a sequence of nullable values. + + + + + Computes the sum of a sequence of nullable + values that are obtained by invoking a transform function on + each element of the input sequence. + + + + + Computes the average of a sequence of nullable values. + + + + + Computes the average of a sequence of nullable values + that are obtained by invoking a transform function on each + element of the input sequence. + + + + + Returns the minimum value in a sequence of nullable + values. + + + + + Invokes a transform function on each element of a sequence and + returns the minimum nullable value. + + + + + Returns the maximum value in a sequence of nullable + values. + + + + + Invokes a transform function on each element of a sequence and + returns the maximum nullable value. + + + + + Represents a collection of objects that have a common key. + + + + + Gets the key of the . + + + + + Defines an indexer, size property, and Boolean search method for + data structures that map keys to + sequences of values. + + + + + Represents a sorted sequence. + + + + + Performs a subsequent ordering on the elements of an + according to a key. + + + + + Represents a collection of keys each mapped to one or more values. + + + + + Gets the number of key/value collection pairs in the . + + + + + Gets the collection of values indexed by the specified key. + + + + + Determines whether a specified key is in the . + + + + + Applies a transform function to each key and its associated + values and returns the results. + + + + + Returns a generic enumerator that iterates through the . + + + + + See issue #11 + for why this method is needed and cannot be expressed as a + lambda at the call site. + + + + + See issue #11 + for why this method is needed and cannot be expressed as a + lambda at the call site. + + + + + Gets the type of the typed collection's items. + + The type. + The type of the typed collection's items. + + + + Gets the member's underlying type. + + The member. + The underlying type of the member. + + + + Determines whether the property is an indexed property. + + The property. + + true if the property is an indexed property; otherwise, false. + + + + + Gets the member's value on the object. + + The member. + The target object. + The member's value on the object. + + + + Sets the member's value on the target object. + + The member. + The target. + The value. + + + + Determines whether the specified MemberInfo can be read. + + The MemberInfo to determine whether can be read. + /// if set to true then allow the member to be gotten non-publicly. + + true if the specified MemberInfo can be read; otherwise, false. + + + + + Determines whether the specified MemberInfo can be set. + + The MemberInfo to determine whether can be set. + if set to true then allow the member to be set non-publicly. + if set to true then allow the member to be set if read-only. + + true if the specified MemberInfo can be set; otherwise, false. + + + + + Builds a string. Unlike this class lets you reuse its internal buffer. + + + + + Determines whether the string is all white space. Empty string will return false. + + The string to test whether it is all white space. + + true if the string is all white space; otherwise, false. + + + + + Specifies the state of the . + + + + + An exception has been thrown, which has left the in an invalid state. + You may call the method to put the in the Closed state. + Any other method calls result in an being thrown. + + + + + The method has been called. + + + + + An object is being written. + + + + + An array is being written. + + + + + A constructor is being written. + + + + + A property is being written. + + + + + A write method has not been called. + + + + + This attribute allows us to define extension methods without + requiring .NET Framework 3.5. For more information, see the section, + Extension Methods in .NET Framework 2.0 Apps, + of Basic Instincts: Extension Methods + column in MSDN Magazine, + issue Nov 2007. + + + + Specifies that an output will not be null even if the corresponding type allows it. + + + Specifies that when a method returns , the parameter will not be null even if the corresponding type allows it. + + + Initializes the attribute with the specified return value condition. + + The return value condition. If the method returns this value, the associated parameter will not be null. + + + + Gets the return value condition. + + + Specifies that an output may be null even if the corresponding type disallows it. + + + Specifies that null is allowed as an input even if the corresponding type disallows it. + + + + Specifies that the method will not return if the associated Boolean parameter is passed the specified value. + + + + + Initializes a new instance of the class. + + + The condition parameter value. Code after the method will be considered unreachable by diagnostics if the argument to + the associated parameter matches this value. + + + + Gets the condition parameter value. + + + diff --git a/packages/Newtonsoft.Json.13.0.3/lib/net35/Newtonsoft.Json.dll b/packages/Newtonsoft.Json.13.0.3/lib/net35/Newtonsoft.Json.dll new file mode 100644 index 0000000..cd6d483 Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/lib/net35/Newtonsoft.Json.dll differ diff --git a/packages/Newtonsoft.Json.13.0.3/lib/net35/Newtonsoft.Json.xml b/packages/Newtonsoft.Json.13.0.3/lib/net35/Newtonsoft.Json.xml new file mode 100644 index 0000000..1934448 --- /dev/null +++ b/packages/Newtonsoft.Json.13.0.3/lib/net35/Newtonsoft.Json.xml @@ -0,0 +1,9541 @@ + + + + Newtonsoft.Json + + + + + Represents a BSON Oid (object id). + + + + + Gets or sets the value of the Oid. + + The value of the Oid. + + + + Initializes a new instance of the class. + + The Oid value. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized BSON data. + + + + + Gets or sets a value indicating whether binary data reading should be compatible with incorrect Json.NET 3.5 written binary. + + + true if binary data reading will be compatible with incorrect Json.NET 3.5 written binary; otherwise, false. + + + + + Gets or sets a value indicating whether the root object will be read as a JSON array. + + + true if the root object will be read as a JSON array; otherwise, false. + + + + + Gets or sets the used when reading values from BSON. + + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating BSON data. + + + + + Gets or sets the used when writing values to BSON. + When set to no conversion will occur. + + The used when writing values to BSON. + + + + Initializes a new instance of the class. + + The to write to. + + + + Initializes a new instance of the class. + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying stream. + + + + + Writes the end. + + The token. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes the beginning of a JSON array. + + + + + Writes the beginning of a JSON object. + + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value that represents a BSON object id. + + The Object ID value to write. + + + + Writes a BSON regex. + + The regex pattern. + The regex options. + + + + Specifies how constructors are used when initializing objects during deserialization by the . + + + + + First attempt to use the public default constructor, then fall back to a single parameterized constructor, then to the non-public default constructor. + + + + + Json.NET will use a non-public default constructor before falling back to a parameterized constructor. + + + + + Converts a binary value to and from a base 64 string value. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Creates a custom object. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Creates an object which will then be populated by the serializer. + + Type of the object. + The created object. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Provides a base class for converting a to and from JSON. + + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an Entity Framework to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from the ISO 8601 date format (e.g. "2008-04-12T12:53Z"). + + + + + Gets or sets the date time styles used when converting a date to and from JSON. + + The date time styles used when converting a date to and from JSON. + + + + Gets or sets the date time format used when converting a date to and from JSON. + + The date time format used when converting a date to and from JSON. + + + + Gets or sets the culture used when converting a date to and from JSON. + + The culture used when converting a date to and from JSON. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Converts a to and from a JavaScript Date constructor (e.g. new Date(52231943)). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from its name string value. + + + + + Gets or sets a value indicating whether the written enum text should be camel case. + The default value is false. + + true if the written enum text will be camel case; otherwise, false. + + + + Gets or sets the naming strategy used to resolve how enum text is written. + + The naming strategy used to resolve how enum text is written. + + + + Gets or sets a value indicating whether integer values are allowed when serializing and deserializing. + The default value is true. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + true if the written enum text will be camel case; otherwise, false. + + + + Initializes a new instance of the class. + + The naming strategy used to resolve how enum text is written. + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from Unix epoch time + + + + + Gets or sets a value indicating whether the dates before Unix epoch + should converted to and from JSON. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from a string (e.g. "1.2.3.4"). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts XML to and from JSON. + + + + + Gets or sets the name of the root element to insert when deserializing to XML if the JSON structure has produced multiple root elements. + + The name of the deserialized root element. + + + + Gets or sets a value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + true if the array attribute is written to the XML; otherwise, false. + + + + Gets or sets a value indicating whether to write the root JSON object. + + true if the JSON root object is omitted; otherwise, false. + + + + Gets or sets a value indicating whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + true if special characters are encoded; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The calling serializer. + The value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Checks if the is a namespace attribute. + + Attribute name to test. + The attribute name prefix if it has one, otherwise an empty string. + true if attribute name is for a namespace attribute, otherwise false. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Specifies how dates are formatted when writing JSON text. + + + + + Dates are written in the ISO 8601 format, e.g. "2012-03-21T05:40Z". + + + + + Dates are written in the Microsoft JSON format, e.g. "\/Date(1198908717056)\/". + + + + + Specifies how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON text. + + + + + Date formatted strings are not parsed to a date type and are read as strings. + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Specifies how to treat the time value when converting between string and . + + + + + Treat as local time. If the object represents a Coordinated Universal Time (UTC), it is converted to the local time. + + + + + Treat as a UTC. If the object represents a local time, it is converted to a UTC. + + + + + Treat as a local time if a is being converted to a string. + If a string is being converted to , convert to a local time if a time zone is specified. + + + + + Time zone information should be preserved when converting. + + + + + The default JSON name table implementation. + + + + + Initializes a new instance of the class. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Adds the specified string into name table. + + The string to add. + This method is not thread-safe. + The resolved string. + + + + Specifies default value handling options for the . + + + + + + + + + Include members where the member value is the same as the member's default value when serializing objects. + Included members are written to JSON. Has no effect when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + so that it is not written to JSON. + This option will ignore all default values (e.g. null for objects and nullable types; 0 for integers, + decimals and floating point numbers; and false for booleans). The default value ignored can be changed by + placing the on the property. + + + + + Members with a default value but no JSON will be set to their default value when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + and set members to their default value when deserializing. + + + + + Specifies float format handling options when writing special floating point numbers, e.g. , + and with . + + + + + Write special floating point values as strings in JSON, e.g. "NaN", "Infinity", "-Infinity". + + + + + Write special floating point values as symbols in JSON, e.g. NaN, Infinity, -Infinity. + Note that this will produce non-valid JSON. + + + + + Write special floating point values as the property's default value in JSON, e.g. 0.0 for a property, null for a of property. + + + + + Specifies how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Floating point numbers are parsed to . + + + + + Floating point numbers are parsed to . + + + + + Specifies formatting options for the . + + + + + No special formatting is applied. This is the default. + + + + + Causes child objects to be indented according to the and settings. + + + + + Provides an interface for using pooled arrays. + + The array type content. + + + + Rent an array from the pool. This array must be returned when it is no longer needed. + + The minimum required length of the array. The returned array may be longer. + The rented array from the pool. This array must be returned when it is no longer needed. + + + + Return an array to the pool. + + The array that is being returned. + + + + Provides an interface to enable a class to return line and position information. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + The current line number or 0 if no line information is available (for example, when returns false). + + + + Gets the current line position. + + The current line position or 0 if no line information is available (for example, when returns false). + + + + Instructs the how to serialize the collection. + + + + + Gets or sets a value indicating whether null items are allowed in the collection. + + true if null items are allowed in the collection; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with a flag indicating whether the array can contain null items. + + A flag indicating whether the array can contain null items. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to use the specified constructor when deserializing that object. + + + + + Instructs the how to serialize the object. + + + + + Gets or sets the id. + + The id. + + + + Gets or sets the title. + + The title. + + + + Gets or sets the description. + + The description. + + + + Gets or sets the collection's items converter. + + The collection's items converter. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets a value that indicates whether to preserve object references. + + + true to keep object reference; otherwise, false. The default is false. + + + + + Gets or sets a value that indicates whether to preserve collection's items references. + + + true to keep collection's items object references; otherwise, false. The default is false. + + + + + Gets or sets the reference loop handling used when serializing the collection's items. + + The reference loop handling. + + + + Gets or sets the type name handling used when serializing the collection's items. + + The type name handling. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Provides methods for converting between .NET types and JSON types. + + + + + + + + Gets or sets a function that creates default . + Default settings are automatically used by serialization methods on , + and and on . + To serialize without using any default settings create a with + . + + + + + Represents JavaScript's boolean value true as a string. This field is read-only. + + + + + Represents JavaScript's boolean value false as a string. This field is read-only. + + + + + Represents JavaScript's null as a string. This field is read-only. + + + + + Represents JavaScript's undefined as a string. This field is read-only. + + + + + Represents JavaScript's positive infinity as a string. This field is read-only. + + + + + Represents JavaScript's negative infinity as a string. This field is read-only. + + + + + Represents JavaScript's NaN as a string. This field is read-only. + + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + The time zone handling when the date is converted to a string. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + The string escape handling. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Serializes the specified object to a JSON string. + + The object to serialize. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting. + + The object to serialize. + Indicates how the output should be formatted. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a collection of . + + The object to serialize. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting and a collection of . + + The object to serialize. + Indicates how the output should be formatted. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Deserializes the JSON to a .NET object. + + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to a .NET object using . + + The JSON to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The JSON to deserialize. + The of object being deserialized. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The type of the object to deserialize to. + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the given anonymous type. + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the given anonymous type using . + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The type of the object to deserialize to. + The JSON to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The type of the object to deserialize to. + The object to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The JSON to deserialize. + The type of the object to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The JSON to deserialize. + The type of the object to deserialize to. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Populates the object with values from the JSON string. + + The JSON to populate values from. + The target object to populate values onto. + + + + Populates the object with values from the JSON string using . + + The JSON to populate values from. + The target object to populate values onto. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + + + + Serializes the to a JSON string. + + The node to serialize. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to serialize. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Serializes the to a JSON string. + + The node to convert to JSON. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to convert to JSON. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Converts an object to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can read JSON. + + true if this can read JSON; otherwise, false. + + + + Gets a value indicating whether this can write JSON. + + true if this can write JSON; otherwise, false. + + + + Converts an object to and from JSON. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. If there is no existing value then null will be used. + The existing value has a value. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Instructs the to use the specified when serializing the member or class. + + + + + Gets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + + + + + Initializes a new instance of the class. + + Type of the . + + + + Initializes a new instance of the class. + + Type of the . + Parameter list to use when constructing the . Can be null. + + + + Represents a collection of . + + + + + Instructs the how to serialize the collection. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Instructs the to deserialize properties with no matching class member into the specified collection + and write values during serialization. + + + + + Gets or sets a value that indicates whether to write extension data when serializing the object. + + + true to write extension data when serializing the object; otherwise, false. The default is true. + + + + + Gets or sets a value that indicates whether to read extension data when deserializing the object. + + + true to read extension data when deserializing the object; otherwise, false. The default is true. + + + + + Initializes a new instance of the class. + + + + + Instructs the not to serialize the public field or public read/write property value. + + + + + Base class for a table of atomized string objects. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Instructs the how to serialize the object. + + + + + Gets or sets the member serialization. + + The member serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified member serialization. + + The member serialization. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to always serialize the member with the specified name. + + + + + Gets or sets the type used when serializing the property's collection items. + + The collection's items type. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the null value handling used when serializing this property. + + The null value handling. + + + + Gets or sets the default value handling used when serializing this property. + + The default value handling. + + + + Gets or sets the reference loop handling used when serializing this property. + + The reference loop handling. + + + + Gets or sets the object creation handling used when deserializing this property. + + The object creation handling. + + + + Gets or sets the type name handling used when serializing this property. + + The type name handling. + + + + Gets or sets whether this property's value is serialized as a reference. + + Whether this property's value is serialized as a reference. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets a value indicating whether this property is required. + + + A value indicating whether this property is required. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified name. + + Name of the property. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Specifies the state of the reader. + + + + + A read method has not been called. + + + + + The end of the file has been reached successfully. + + + + + Reader is at a property. + + + + + Reader is at the start of an object. + + + + + Reader is in an object. + + + + + Reader is at the start of an array. + + + + + Reader is in an array. + + + + + The method has been called. + + + + + Reader has just read a value. + + + + + Reader is at the start of a constructor. + + + + + Reader is in a constructor. + + + + + An error occurred that prevents the read operation from continuing. + + + + + The end of the file has been reached successfully. + + + + + Gets the current reader state. + + The current reader state. + + + + Gets or sets a value indicating whether the source should be closed when this reader is closed. + + + true to close the source when this reader is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether multiple pieces of JSON content can + be read from a continuous stream without erroring. + + + true to support reading multiple pieces of JSON content; otherwise false. + The default is false. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + Gets or sets how time zones are handled when reading JSON. + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Gets or sets how custom date formatted strings are parsed when reading JSON. + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets the type of the current JSON token. + + + + + Gets the text value of the current JSON token. + + + + + Gets the .NET type for the current JSON token. + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets or sets the culture used when reading JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Reads the next JSON token from the source. + + true if the next token was read successfully; false if there are no more tokens to read. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Skips the children of the current token. + + + + + Sets the current token. + + The new token. + + + + Sets the current token and value. + + The new token. + The value. + + + + Sets the current token and value. + + The new token. + The value. + A flag indicating whether the position index inside an array should be updated. + + + + Sets the state based on current token type. + + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Changes the reader's state to . + If is set to true, the source is also closed. + + + + + The exception thrown when an error occurs while reading JSON text. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to always serialize the member, and to require that the member has a value. + + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Serializes and deserializes objects into and from the JSON format. + The enables you to control how objects are encoded into JSON. + + + + + Occurs when the errors during serialization and deserialization. + + + + + Gets or sets the used by the serializer when resolving references. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + + + + Gets or sets how reference loops (e.g. a class referencing itself) is handled. + The default value is . + + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets a collection that will be used during serialization. + + Collection that will be used during serialization. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets a value indicating whether there will be a check for additional JSON content after deserializing an object. + The default value is false. + + + true if there will be a check for additional JSON content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Creates a new instance. + The will not use default settings + from . + + + A new instance. + The will not use default settings + from . + + + + + Creates a new instance using the specified . + The will not use default settings + from . + + The settings to be applied to the . + + A new instance using the specified . + The will not use default settings + from . + + + + + Creates a new instance. + The will use default settings + from . + + + A new instance. + The will use default settings + from . + + + + + Creates a new instance using the specified . + The will use default settings + from as well as the specified . + + The settings to be applied to the . + + A new instance using the specified . + The will use default settings + from as well as the specified . + + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Deserializes the JSON structure contained by the specified . + + The that contains the JSON structure to deserialize. + The being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The type of the object to deserialize. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is Auto to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Specifies the settings on a object. + + + + + Gets or sets how reference loops (e.g. a class referencing itself) are handled. + The default value is . + + Reference loop handling. + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + Missing member handling. + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + Null value handling. + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + The default value handling. + + + + Gets or sets a collection that will be used during serialization. + + The converters. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + The preserve references handling. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + The type name handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + The contract resolver. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets the used by the serializer when resolving references. + + The reference resolver. + + + + Gets or sets a function that creates the used by the serializer when resolving references. + + A function that creates the used by the serializer when resolving references. + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the error handler called during serialization and deserialization. + + The error handler called during serialization and deserialization. + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets a value indicating whether there will be a check for additional content after deserializing an object. + The default value is false. + + + true if there will be a check for additional content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + using values copied from the passed in . + + + + + Represents a reader that provides fast, non-cached, forward-only access to JSON text data. + + + + + Initializes a new instance of the class with the specified . + + The containing the JSON data to read. + + + + Gets or sets the reader's property name table. + + + + + Gets or sets the reader's character buffer pool. + + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + + The current line number or 0 if no line information is available (for example, returns false). + + + + + Gets the current line position. + + + The current line position or 0 if no line information is available (for example, returns false). + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets or sets the writer's character array pool. + + + + + Gets or sets how many s to write for each level in the hierarchy when is set to . + + + + + Gets or sets which character to use to quote attribute values. + + + + + Gets or sets which character to use for indenting when is set to . + + + + + Gets or sets a value indicating whether object names will be surrounded with quotes. + + + + + Initializes a new instance of the class using the specified . + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying . + + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the specified end token. + + The end token to write. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Specifies the type of JSON token. + + + + + This is returned by the if a read method has not been called. + + + + + An object start token. + + + + + An array start token. + + + + + A constructor start token. + + + + + An object property name. + + + + + A comment. + + + + + Raw JSON. + + + + + An integer. + + + + + A float. + + + + + A string. + + + + + A boolean. + + + + + A null token. + + + + + An undefined token. + + + + + An object end token. + + + + + An array end token. + + + + + A constructor end token. + + + + + A Date. + + + + + Byte data. + + + + + + Represents a reader that provides validation. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Sets an event handler for receiving schema validation errors. + + + + + Gets the text value of the current JSON token. + + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + + Gets the type of the current JSON token. + + + + + + Gets the .NET type for the current JSON token. + + + + + + Initializes a new instance of the class that + validates the content returned from the given . + + The to read from while validating. + + + + Gets or sets the schema. + + The schema. + + + + Gets the used to construct this . + + The specified in the constructor. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a []. + + + A [] or null if the next JSON token is null. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets or sets a value indicating whether the destination should be closed when this writer is closed. + + + true to close the destination when this writer is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether the JSON should be auto-completed when this writer is closed. + + + true to auto-complete the JSON when this writer is closed; otherwise false. The default is true. + + + + + Gets the top. + + The top. + + + + Gets the state of the writer. + + + + + Gets the path of the writer. + + + + + Gets or sets a value indicating how JSON text output should be formatted. + + + + + Gets or sets how dates are written to JSON text. + + + + + Gets or sets how time zones are handled when writing JSON text. + + + + + Gets or sets how strings are escaped when writing JSON text. + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written to JSON text. + + + + + Gets or sets how and values are formatted when writing JSON text. + + + + + Gets or sets the culture used when writing JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the destination and also flushes the destination. + + + + + Closes this writer. + If is set to true, the destination is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the end of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the end of an array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end constructor. + + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes the end of the current JSON object or array. + + + + + Writes the current token and its children. + + The to read the token from. + + + + Writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + + + + Writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + + + + Writes the token. + + The to write. + + + + Writes the specified end token. + + The end token to write. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON without changing the writer's state. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Sets the state of the . + + The being written. + The value being written. + + + + The exception thrown when an error occurs while writing JSON text. + + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Specifies how JSON comments are handled when loading JSON. + + + + + Ignore comments. + + + + + Load comments as a with type . + + + + + Specifies how duplicate property names are handled when loading JSON. + + + + + Replace the existing value when there is a duplicate property. The value of the last property in the JSON object will be used. + + + + + Ignore the new value when there is a duplicate property. The value of the first property in the JSON object will be used. + + + + + Throw a when a duplicate property is encountered. + + + + + Contains the LINQ to JSON extension methods. + + + + + Returns a collection of tokens that contains the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the descendants of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, and the descendants of every token in the source collection. + + + + Returns a collection of child properties of every object in the source collection. + + An of that contains the source collection. + An of that contains the properties of every object in the source collection. + + + + Returns a collection of child values of every object in the source collection with the given key. + + An of that contains the source collection. + The token key. + An of that contains the values of every token in the source collection with the given key. + + + + Returns a collection of child values of every object in the source collection. + + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child values of every object in the source collection with the given key. + + The type to convert the values to. + An of that contains the source collection. + The token key. + An that contains the converted values of every token in the source collection with the given key. + + + + Returns a collection of converted child values of every object in the source collection. + + The type to convert the values to. + An of that contains the source collection. + An that contains the converted values of every token in the source collection. + + + + Converts the value. + + The type to convert the value to. + A cast as a of . + A converted value. + + + + Converts the value. + + The source collection type. + The type to convert the value to. + A cast as a of . + A converted value. + + + + Returns a collection of child tokens of every array in the source collection. + + The source collection type. + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child tokens of every array in the source collection. + + An of that contains the source collection. + The type to convert the values to. + The source collection type. + An that contains the converted values of every token in the source collection. + + + + Returns the input typed as . + + An of that contains the source collection. + The input typed as . + + + + Returns the input typed as . + + The source collection type. + An of that contains the source collection. + The input typed as . + + + + Represents a collection of objects. + + The type of token. + + + + Gets the of with the specified key. + + + + + + Represents a JSON array. + + + + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Loads an from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads an from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the at the specified index. + + + + + + Determines the index of a specific item in the . + + The object to locate in the . + + The index of if found in the list; otherwise, -1. + + + + + Inserts an item to the at the specified index. + + The zero-based index at which should be inserted. + The object to insert into the . + + is not a valid index in the . + + + + + Removes the item at the specified index. + + The zero-based index of the item to remove. + + is not a valid index in the . + + + + + Returns an enumerator that iterates through the collection. + + + A of that can be used to iterate through the collection. + + + + + Adds an item to the . + + The object to add to the . + + + + Removes all items from the . + + + + + Determines whether the contains a specific value. + + The object to locate in the . + + true if is found in the ; otherwise, false. + + + + + Copies the elements of the to an array, starting at a particular array index. + + The array. + Index of the array. + + + + Gets a value indicating whether the is read-only. + + true if the is read-only; otherwise, false. + + + + Removes the first occurrence of a specific object from the . + + The object to remove from the . + + true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . + + + + + Represents a JSON constructor. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets or sets the name of this constructor. + + The constructor name. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name. + + The constructor name. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a token that can contain other tokens. + + + + + Occurs when the list changes or an item in the list changes. + + + + + Occurs before an item is added to the collection. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Get the first child token of this token. + + + A containing the first child token of the . + + + + + Get the last child token of this token. + + + A containing the last child token of the . + + + + + Returns a collection of the child tokens of this token, in document order. + + + An of containing the child tokens of this , in document order. + + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + + A containing the child values of this , in document order. + + + + + Returns a collection of the descendant tokens for this token in document order. + + An of containing the descendant tokens of the . + + + + Returns a collection of the tokens that contain this token, and all descendant tokens of this token, in document order. + + An of containing this token, and all the descendant tokens of the . + + + + Adds the specified content as children of this . + + The content to be added. + + + + Adds the specified content as the first children of this . + + The content to be added. + + + + Creates a that can be used to add tokens to the . + + A that is ready to have content written to it. + + + + Replaces the child nodes of this token with the specified content. + + The content. + + + + Removes the child nodes from this token. + + + + + Merge the specified content into this . + + The content to be merged. + + + + Merge the specified content into this using . + + The content to be merged. + The used to merge the content. + + + + Gets the count of child JSON tokens. + + The count of child JSON tokens. + + + + Represents a collection of objects. + + The type of token. + + + + An empty collection of objects. + + + + + Initializes a new instance of the struct. + + The enumerable. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Gets the of with the specified key. + + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Represents a JSON object. + + + + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Occurs when a property value changes. + + + + + Occurs when a property value is changing. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Gets the node type for this . + + The type. + + + + Gets an of of this object's properties. + + An of of this object's properties. + + + + Gets a with the specified name. + + The property name. + A with the specified name or null. + + + + Gets the with the specified name. + The exact name will be searched for first and if no matching property is found then + the will be used to match a property. + + The property name. + One of the enumeration values that specifies how the strings will be compared. + A matched with the specified name or null. + + + + Gets a of of this object's property values. + + A of of this object's property values. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the with the specified property name. + + + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified property name. + + Name of the property. + The with the specified property name. + + + + Gets the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + One of the enumeration values that specifies how the strings will be compared. + The with the specified property name. + + + + Tries to get the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + The value. + One of the enumeration values that specifies how the strings will be compared. + true if a value was successfully retrieved; otherwise, false. + + + + Adds the specified property name. + + Name of the property. + The value. + + + + Determines whether the JSON object has the specified property name. + + Name of the property. + true if the JSON object has the specified property name; otherwise, false. + + + + Removes the property with the specified name. + + Name of the property. + true if item was successfully removed; otherwise, false. + + + + Tries to get the with the specified property name. + + Name of the property. + The value. + true if a value was successfully retrieved; otherwise, false. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Represents a JSON property. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the property name. + + The property name. + + + + Gets or sets the property value. + + The property value. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a view of a . + + + + + Initializes a new instance of the class. + + The name. + + + + When overridden in a derived class, returns whether resetting an object changes its value. + + + true if resetting the component changes its value; otherwise, false. + + The component to test for reset capability. + + + + When overridden in a derived class, gets the current value of the property on a component. + + + The value of a property for a given component. + + The component with the property for which to retrieve the value. + + + + When overridden in a derived class, resets the value for this property of the component to the default value. + + The component with the property value that is to be reset to the default value. + + + + When overridden in a derived class, sets the value of the component to a different value. + + The component with the property value that is to be set. + The new value. + + + + When overridden in a derived class, determines a value indicating whether the value of this property needs to be persisted. + + + true if the property should be persisted; otherwise, false. + + The component with the property to be examined for persistence. + + + + When overridden in a derived class, gets the type of the component this property is bound to. + + + A that represents the type of component this property is bound to. + When the or + + methods are invoked, the object specified might be an instance of this type. + + + + + When overridden in a derived class, gets a value indicating whether this property is read-only. + + + true if the property is read-only; otherwise, false. + + + + + When overridden in a derived class, gets the type of the property. + + + A that represents the type of the property. + + + + + Gets the hash code for the name of the member. + + + + The hash code for the name of the member. + + + + + Represents a raw JSON string. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class. + + The raw json. + + + + Creates an instance of with the content of the reader's current token. + + The reader. + An instance of with the content of the reader's current token. + + + + Specifies the settings used when cloning JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets a flag that indicates whether to copy annotations when cloning a . + The default value is true. + + + A flag that indicates whether to copy annotations when cloning a . + + + + + Specifies the settings used when loading JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets how JSON comments are handled when loading JSON. + The default value is . + + The JSON comment handling. + + + + Gets or sets how JSON line info is handled when loading JSON. + The default value is . + + The JSON line info handling. + + + + Gets or sets how duplicate property names in JSON objects are handled when loading JSON. + The default value is . + + The JSON duplicate property name handling. + + + + Specifies the settings used when merging JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets the method used when merging JSON arrays. + + The method used when merging JSON arrays. + + + + Gets or sets how null value properties are merged. + + How null value properties are merged. + + + + Gets or sets the comparison used to match property names while merging. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + The comparison used to match property names while merging. + + + + Specifies the settings used when selecting JSON. + + + + + Gets or sets a flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + A flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + + + Represents an abstract JSON token. + + + + + Gets a comparer that can compare two tokens for value equality. + + A that can compare two nodes for value equality. + + + + Gets or sets the parent. + + The parent. + + + + Gets the root of this . + + The root of this . + + + + Gets the node type for this . + + The type. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Compares the values of two tokens, including the values of all descendant tokens. + + The first to compare. + The second to compare. + true if the tokens are equal; otherwise false. + + + + Gets the next sibling token of this node. + + The that contains the next sibling token. + + + + Gets the previous sibling token of this node. + + The that contains the previous sibling token. + + + + Gets the path of the JSON token. + + + + + Adds the specified content immediately after this token. + + A content object that contains simple content or a collection of content objects to be added after this token. + + + + Adds the specified content immediately before this token. + + A content object that contains simple content or a collection of content objects to be added before this token. + + + + Returns a collection of the ancestor tokens of this token. + + A collection of the ancestor tokens of this token. + + + + Returns a collection of tokens that contain this token, and the ancestors of this token. + + A collection of tokens that contain this token, and the ancestors of this token. + + + + Returns a collection of the sibling tokens after this token, in document order. + + A collection of the sibling tokens after this tokens, in document order. + + + + Returns a collection of the sibling tokens before this token, in document order. + + A collection of the sibling tokens before this token, in document order. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets the with the specified key converted to the specified type. + + The type to convert the token to. + The token key. + The converted token value. + + + + Get the first child token of this token. + + A containing the first child token of the . + + + + Get the last child token of this token. + + A containing the last child token of the . + + + + Returns a collection of the child tokens of this token, in document order. + + An of containing the child tokens of this , in document order. + + + + Returns a collection of the child tokens of this token, in document order, filtered by the specified type. + + The type to filter the child tokens on. + A containing the child tokens of this , in document order. + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + A containing the child values of this , in document order. + + + + Removes this token from its parent. + + + + + Replaces this token with the specified token. + + The value. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Returns the indented JSON for this token. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + The indented JSON for this token. + + + + + Returns the JSON for this token using the given formatting and converters. + + Indicates how the output should be formatted. + A collection of s which will be used when writing the token. + The JSON for this token using the given formatting and converters. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to []. + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from [] to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Creates a for this token. + + A that can be used to read this token and its descendants. + + + + Creates a from an object. + + The object that will be used to create . + A with the value of the specified object. + + + + Creates a from an object using the specified . + + The object that will be used to create . + The that will be used when reading the object. + A with the value of the specified object. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + Creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A , or null. + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + A . + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + The used to select tokens. + A . + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + The used to select tokens. + An of that contains the selected elements. + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A new instance of the . + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A object to configure cloning settings. + A new instance of the . + + + + Adds an object to the annotation list of this . + + The annotation to add. + + + + Get the first annotation object of the specified type from this . + + The type of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets the first annotation object of the specified type from this . + + The of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets a collection of annotations of the specified type for this . + + The type of the annotations to retrieve. + An that contains the annotations for this . + + + + Gets a collection of annotations of the specified type for this . + + The of the annotations to retrieve. + An of that contains the annotations that match the specified type for this . + + + + Removes the annotations of the specified type from this . + + The type of annotations to remove. + + + + Removes the annotations of the specified type from this . + + The of annotations to remove. + + + + Compares tokens to determine whether they are equal. + + + + + Determines whether the specified objects are equal. + + The first object of type to compare. + The second object of type to compare. + + true if the specified objects are equal; otherwise, false. + + + + + Returns a hash code for the specified object. + + The for which a hash code is to be returned. + A hash code for the specified object. + The type of is a reference type and is null. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Gets the at the reader's current position. + + + + + Initializes a new instance of the class. + + The token to read from. + + + + Initializes a new instance of the class. + + The token to read from. + The initial path of the token. It is prepended to the returned . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Gets the path of the current JSON token. + + + + + Specifies the type of token. + + + + + No token type has been set. + + + + + A JSON object. + + + + + A JSON array. + + + + + A JSON constructor. + + + + + A JSON object property. + + + + + A comment. + + + + + An integer value. + + + + + A float value. + + + + + A string value. + + + + + A boolean value. + + + + + A null value. + + + + + An undefined value. + + + + + A date value. + + + + + A raw JSON value. + + + + + A collection of bytes value. + + + + + A Guid value. + + + + + A Uri value. + + + + + A TimeSpan value. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets the at the writer's current position. + + + + + Gets the token being written. + + The token being written. + + + + Initializes a new instance of the class writing to the given . + + The container being written to. + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the underlying . + + + + + Closes this writer. + If is set to true, the JSON is auto-completed. + + + Setting to true has no additional effect, since the underlying is a type that cannot be closed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end. + + The token. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes a value. + An error will be raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Represents a value in JSON (string, integer, date, etc). + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Creates a comment with the given value. + + The value. + A comment with the given value. + + + + Creates a string with the given value. + + The value. + A string with the given value. + + + + Creates a null value. + + A null value. + + + + Creates a undefined value. + + A undefined value. + + + + Gets the node type for this . + + The type. + + + + Gets or sets the underlying token value. + + The underlying token value. + + + + Writes this token to a . + + A into which this method will write. + A collection of s which will be used when writing the token. + + + + Indicates whether the current object is equal to another object of the same type. + + + true if the current object is equal to the parameter; otherwise, false. + + An object to compare with this object. + + + + Determines whether the specified is equal to the current . + + The to compare with the current . + + true if the specified is equal to the current ; otherwise, false. + + + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + + + + Returns a that represents this instance. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format provider. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + The format provider. + + A that represents this instance. + + + + + Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object. + + An object to compare with this instance. + + A 32-bit signed integer that indicates the relative order of the objects being compared. The return value has these meanings: + Value + Meaning + Less than zero + This instance is less than . + Zero + This instance is equal to . + Greater than zero + This instance is greater than . + + + is not of the same type as this instance. + + + + + Specifies how line information is handled when loading JSON. + + + + + Ignore line information. + + + + + Load line information. + + + + + Specifies how JSON arrays are merged together. + + + + Concatenate arrays. + + + Union arrays, skipping items that already exist. + + + Replace all array items. + + + Merge array items together, matched by index. + + + + Specifies how null value properties are merged. + + + + + The content's null value properties will be ignored during merging. + + + + + The content's null value properties will be merged. + + + + + Specifies the member serialization options for the . + + + + + All public members are serialized by default. Members can be excluded using or . + This is the default member serialization mode. + + + + + Only members marked with or are serialized. + This member serialization mode can also be set by marking the class with . + + + + + All public and private fields are serialized. Members can be excluded using or . + This member serialization mode can also be set by marking the class with + and setting IgnoreSerializableAttribute on to false. + + + + + Specifies metadata property handling options for the . + + + + + Read metadata properties located at the start of a JSON object. + + + + + Read metadata properties located anywhere in a JSON object. Note that this setting will impact performance. + + + + + Do not try to read metadata properties. + + + + + Specifies missing member handling options for the . + + + + + Ignore a missing member and do not attempt to deserialize it. + + + + + Throw a when a missing member is encountered during deserialization. + + + + + Specifies null value handling options for the . + + + + + + + + + Include null values when serializing and deserializing objects. + + + + + Ignore null values when serializing and deserializing objects. + + + + + Specifies how object creation is handled by the . + + + + + Reuse existing objects, create new objects when needed. + + + + + Only reuse existing objects. + + + + + Always create new objects. + + + + + Specifies reference handling options for the . + Note that references cannot be preserved when a value is set via a non-default constructor such as types that implement . + + + + + + + + Do not preserve references when serializing types. + + + + + Preserve references when serializing into a JSON object structure. + + + + + Preserve references when serializing into a JSON array structure. + + + + + Preserve references when serializing. + + + + + Specifies reference loop handling options for the . + + + + + Throw a when a loop is encountered. + + + + + Ignore loop references and do not serialize. + + + + + Serialize loop references. + + + + + Indicating whether a property is required. + + + + + The property is not required. The default state. + + + + + The property must be defined in JSON but can be a null value. + + + + + The property must be defined in JSON and cannot be a null value. + + + + + The property is not required but it cannot be a null value. + + + + + + Contains the JSON schema extension methods. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + true if the specified is valid; otherwise, false. + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + When this method returns, contains any error messages generated while validating. + + true if the specified is valid; otherwise, false. + + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + The validation event handler. + + + + + An in-memory representation of a JSON Schema. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the id. + + + + + Gets or sets the title. + + + + + Gets or sets whether the object is required. + + + + + Gets or sets whether the object is read-only. + + + + + Gets or sets whether the object is visible to users. + + + + + Gets or sets whether the object is transient. + + + + + Gets or sets the description of the object. + + + + + Gets or sets the types of values allowed by the object. + + The type. + + + + Gets or sets the pattern. + + The pattern. + + + + Gets or sets the minimum length. + + The minimum length. + + + + Gets or sets the maximum length. + + The maximum length. + + + + Gets or sets a number that the value should be divisible by. + + A number that the value should be divisible by. + + + + Gets or sets the minimum. + + The minimum. + + + + Gets or sets the maximum. + + The maximum. + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the minimum attribute (). + + A flag indicating whether the value can not equal the number defined by the minimum attribute (). + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the maximum attribute (). + + A flag indicating whether the value can not equal the number defined by the maximum attribute (). + + + + Gets or sets the minimum number of items. + + The minimum number of items. + + + + Gets or sets the maximum number of items. + + The maximum number of items. + + + + Gets or sets the of items. + + The of items. + + + + Gets or sets a value indicating whether items in an array are validated using the instance at their array position from . + + + true if items are validated using their array position; otherwise, false. + + + + + Gets or sets the of additional items. + + The of additional items. + + + + Gets or sets a value indicating whether additional items are allowed. + + + true if additional items are allowed; otherwise, false. + + + + + Gets or sets whether the array items must be unique. + + + + + Gets or sets the of properties. + + The of properties. + + + + Gets or sets the of additional properties. + + The of additional properties. + + + + Gets or sets the pattern properties. + + The pattern properties. + + + + Gets or sets a value indicating whether additional properties are allowed. + + + true if additional properties are allowed; otherwise, false. + + + + + Gets or sets the required property if this property is present. + + The required property if this property is present. + + + + Gets or sets the a collection of valid enum values allowed. + + A collection of valid enum values allowed. + + + + Gets or sets disallowed types. + + The disallowed types. + + + + Gets or sets the default value. + + The default value. + + + + Gets or sets the collection of that this schema extends. + + The collection of that this schema extends. + + + + Gets or sets the format. + + The format. + + + + Initializes a new instance of the class. + + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The object representing the JSON Schema. + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The to use when resolving schema references. + The object representing the JSON Schema. + + + + Load a from a string that contains JSON Schema. + + A that contains JSON Schema. + A populated from the string that contains JSON Schema. + + + + Load a from a string that contains JSON Schema using the specified . + + A that contains JSON Schema. + The resolver. + A populated from the string that contains JSON Schema. + + + + Writes this schema to a . + + A into which this method will write. + + + + Writes this schema to a using the specified . + + A into which this method will write. + The resolver used. + + + + Returns a that represents the current . + + + A that represents the current . + + + + + + Returns detailed information about the schema exception. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + + Generates a from a specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets how undefined schemas are handled by the serializer. + + + + + Gets or sets the contract resolver. + + The contract resolver. + + + + Generate a from the specified type. + + The type to generate a from. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + + Resolves from an id. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the loaded schemas. + + The loaded schemas. + + + + Initializes a new instance of the class. + + + + + Gets a for the specified reference. + + The id. + A for the specified reference. + + + + + The value types allowed by the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + No type specified. + + + + + String type. + + + + + Float type. + + + + + Integer type. + + + + + Boolean type. + + + + + Object type. + + + + + Array type. + + + + + Null type. + + + + + Any type. + + + + + + Specifies undefined schema Id handling options for the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Do not infer a schema Id. + + + + + Use the .NET type name as the schema Id. + + + + + Use the assembly qualified .NET type name as the schema Id. + + + + + + Returns detailed information related to the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the associated with the validation error. + + The JsonSchemaException associated with the validation error. + + + + Gets the path of the JSON location where the validation error occurred. + + The path of the JSON location where the validation error occurred. + + + + Gets the text description corresponding to the validation error. + + The text description. + + + + + Represents the callback method that will handle JSON schema validation events and the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + A camel case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Resolves member mappings for a type, camel casing property names. + + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used by to resolve a for a given . + + + + + Gets a value indicating whether members are being get and set using dynamic code generation. + This value is determined by the runtime permissions available. + + + true if using dynamic code generation; otherwise, false. + + + + + Gets or sets the default members search flags. + + The default members search flags. + + + + Gets or sets a value indicating whether compiler generated members should be serialized. + + + true if serialized compiler generated members; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the interface when serializing and deserializing types. + + + true if the interface will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the attribute when serializing and deserializing types. + + + true if the attribute will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore IsSpecified members when serializing and deserializing types. + + + true if the IsSpecified members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore ShouldSerialize members when serializing and deserializing types. + + + true if the ShouldSerialize members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets the naming strategy used to resolve how property names and dictionary keys are serialized. + + The naming strategy used to resolve how property names and dictionary keys are serialized. + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Gets the serializable members for the type. + + The type to get serializable members for. + The serializable members for the type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates the constructor parameters. + + The constructor to create properties for. + The type's member properties. + Properties for the given . + + + + Creates a for the given . + + The matching member property. + The constructor parameter. + A created for the given . + + + + Resolves the default for the contract. + + Type of the object. + The contract's default . + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Determines which contract type is created for the given type. + + Type of the object. + A for the given type. + + + + Creates properties for the given . + + The type to create properties for. + /// The member serialization mode for the type. + Properties for the given . + + + + Creates the used by the serializer to get and set values from a member. + + The member. + The used by the serializer to get and set values from a member. + + + + Creates a for the given . + + The member's parent . + The member to create a for. + A created for the given . + + + + Resolves the name of the property. + + Name of the property. + Resolved name of the property. + + + + Resolves the name of the extension data. By default no changes are made to extension data names. + + Name of the extension data. + Resolved name of the extension data. + + + + Resolves the key of the dictionary. By default is used to resolve dictionary keys. + + Key of the dictionary. + Resolved key of the dictionary. + + + + Gets the resolved name of the property. + + Name of the property. + Name of the property. + + + + The default naming strategy. Property names and dictionary keys are unchanged. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + The default serialization binder used when resolving and loading classes from type names. + + + + + Initializes a new instance of the class. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + The type of the object the formatter creates a new instance of. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer that writes to the application's instances. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides information surrounding an error. + + + + + Gets the error. + + The error. + + + + Gets the original object that caused the error. + + The original object that caused the error. + + + + Gets the member that caused the error. + + The member that caused the error. + + + + Gets the path of the JSON location where the error occurred. + + The path of the JSON location where the error occurred. + + + + Gets or sets a value indicating whether this is handled. + + true if handled; otherwise, false. + + + + Provides data for the Error event. + + + + + Gets the current object the error event is being raised against. + + The current object the error event is being raised against. + + + + Gets the error context. + + The error context. + + + + Initializes a new instance of the class. + + The current object. + The error context. + + + + Provides methods to get attributes. + + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Used by to resolve a for a given . + + + + + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used to resolve references when serializing and deserializing JSON by the . + + + + + Resolves a reference to its object. + + The serialization context. + The reference to resolve. + The object that was resolved from the reference. + + + + Gets the reference for the specified object. + + The serialization context. + The object to get a reference for. + The reference to the object. + + + + Determines whether the specified object is referenced. + + The serialization context. + The object to test for a reference. + + true if the specified object is referenced; otherwise, false. + + + + + Adds a reference to the specified object. + + The serialization context. + The reference. + The object to reference. + + + + Allows users to control class loading and mandate what class to load. + + + + + When implemented, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When implemented, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + The that will be used to filter the trace messages passed to the writer. + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Provides methods to get and set values. + + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Contract details for a used by the . + + + + + Gets the of the collection items. + + The of the collection items. + + + + Gets a value indicating whether the collection type is a multidimensional array. + + true if the collection type is a multidimensional array; otherwise, false. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the collection values. + + true if the creator has a parameter with the collection values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the default collection items . + + The converter. + + + + Gets or sets a value indicating whether the collection items preserve object references. + + true if collection items preserve object references; otherwise, false. + + + + Gets or sets the collection item reference loop handling. + + The reference loop handling. + + + + Gets or sets the collection item type name handling. + + The type name handling. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Handles serialization callback events. + + The object that raised the callback event. + The streaming context. + + + + Handles serialization error callback events. + + The object that raised the callback event. + The streaming context. + The error context. + + + + Sets extension data for an object during deserialization. + + The object to set extension data on. + The extension data key. + The extension data value. + + + + Gets extension data for an object during serialization. + + The object to set extension data on. + + + + Contract details for a used by the . + + + + + Gets the underlying type for the contract. + + The underlying type for the contract. + + + + Gets or sets the type created during deserialization. + + The type created during deserialization. + + + + Gets or sets whether this type contract is serialized as a reference. + + Whether this type contract is serialized as a reference. + + + + Gets or sets the default for this contract. + + The converter. + + + + Gets the internally resolved for the contract's type. + This converter is used as a fallback converter when no other converter is resolved. + Setting will always override this converter. + + + + + Gets or sets all methods called immediately after deserialization of the object. + + The methods called immediately after deserialization of the object. + + + + Gets or sets all methods called during deserialization of the object. + + The methods called during deserialization of the object. + + + + Gets or sets all methods called after serialization of the object graph. + + The methods called after serialization of the object graph. + + + + Gets or sets all methods called before serialization of the object. + + The methods called before serialization of the object. + + + + Gets or sets all method called when an error is thrown during the serialization of the object. + + The methods called when an error is thrown during the serialization of the object. + + + + Gets or sets the default creator method used to create the object. + + The default creator method used to create the object. + + + + Gets or sets a value indicating whether the default creator is non-public. + + true if the default object creator is non-public; otherwise, false. + + + + Contract details for a used by the . + + + + + Gets or sets the dictionary key resolver. + + The dictionary key resolver. + + + + Gets the of the dictionary keys. + + The of the dictionary keys. + + + + Gets the of the dictionary values. + + The of the dictionary values. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the dictionary values. + + true if the creator has a parameter with the dictionary values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object constructor. + + The object constructor. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object member serialization. + + The member object serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets the object's properties. + + The object's properties. + + + + Gets a collection of instances that define the parameters used with . + + + + + Gets or sets the function used to create the object. When set this function will override . + This function is called with a collection of arguments which are defined by the collection. + + The function used to create the object. + + + + Gets or sets the extension data setter. + + + + + Gets or sets the extension data getter. + + + + + Gets or sets the extension data value type. + + + + + Gets or sets the extension data name resolver. + + The extension data name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Maps a JSON property to a .NET member or constructor parameter. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the type that declared this property. + + The type that declared this property. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets the name of the underlying member or parameter. + + The name of the underlying member or parameter. + + + + Gets the that will get and set the during serialization. + + The that will get and set the during serialization. + + + + Gets or sets the for this property. + + The for this property. + + + + Gets or sets the type of the property. + + The type of the property. + + + + Gets or sets the for the property. + If set this converter takes precedence over the contract converter for the property type. + + The converter. + + + + Gets or sets the member converter. + + The member converter. + + + + Gets or sets a value indicating whether this is ignored. + + true if ignored; otherwise, false. + + + + Gets or sets a value indicating whether this is readable. + + true if readable; otherwise, false. + + + + Gets or sets a value indicating whether this is writable. + + true if writable; otherwise, false. + + + + Gets or sets a value indicating whether this has a member attribute. + + true if has a member attribute; otherwise, false. + + + + Gets the default value. + + The default value. + + + + Gets or sets a value indicating whether this is required. + + A value indicating whether this is required. + + + + Gets a value indicating whether has a value specified. + + + + + Gets or sets a value indicating whether this property preserves object references. + + + true if this instance is reference; otherwise, false. + + + + + Gets or sets the property null value handling. + + The null value handling. + + + + Gets or sets the property default value handling. + + The default value handling. + + + + Gets or sets the property reference loop handling. + + The reference loop handling. + + + + Gets or sets the property object creation handling. + + The object creation handling. + + + + Gets or sets or sets the type name handling. + + The type name handling. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets a predicate used to determine whether the property should be deserialized. + + A predicate used to determine whether the property should be deserialized. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets an action used to set whether the property has been deserialized. + + An action used to set whether the property has been deserialized. + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Gets or sets the converter used when serializing the property's collection items. + + The collection's items converter. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + A collection of objects. + + + + + Initializes a new instance of the class. + + The type. + + + + When implemented in a derived class, extracts the key from the specified element. + + The element from which to extract the key. + The key for the specified element. + + + + Adds a object. + + The property to add to the collection. + + + + Gets the closest matching object. + First attempts to get an exact case match of and then + a case insensitive match. + + Name of the property. + A matching property if found. + + + + Gets a property by property name. + + The name of the property to get. + Type property name string comparison. + A matching property if found. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Lookup and create an instance of the type described by the argument. + + The type to create. + Optional arguments to pass to an initializing constructor of the JsonConverter. + If null, the default constructor is used. + + + + A kebab case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Represents a trace writer that writes to memory. When the trace message limit is + reached then old trace messages will be removed as new messages are added. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Initializes a new instance of the class. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Returns an enumeration of the most recent trace messages. + + An enumeration of the most recent trace messages. + + + + Returns a of the most recent trace messages. + + + A of the most recent trace messages. + + + + + A base class for resolving how property names and dictionary keys are serialized. + + + + + A flag indicating whether dictionary keys should be processed. + Defaults to false. + + + + + A flag indicating whether extension data names should be processed. + Defaults to false. + + + + + A flag indicating whether explicitly specified property names, + e.g. a property name customized with a , should be processed. + Defaults to false. + + + + + Gets the serialized name for a given property name. + + The initial property name. + A flag indicating whether the property has had a name explicitly specified. + The serialized property name. + + + + Gets the serialized name for a given extension data name. + + The initial extension data name. + The serialized extension data name. + + + + Gets the serialized key for a given dictionary key. + + The initial dictionary key. + The serialized dictionary key. + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Hash code calculation + + + + + + Object equality implementation + + + + + + + Compare to another NamingStrategy + + + + + + + Represents a method that constructs an object. + + The object type to create. + + + + When applied to a method, specifies that the method is called when an error occurs serializing an object. + + + + + Provides methods to get attributes from a , , or . + + + + + Initializes a new instance of the class. + + The instance to get attributes for. This parameter should be a , , or . + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Get and set values for a using reflection. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + A snake case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Specifies how strings are escaped when writing JSON text. + + + + + Only control characters (e.g. newline) are escaped. + + + + + All non-ASCII and control characters (e.g. newline) are escaped. + + + + + HTML (<, >, &, ', ") and control characters (e.g. newline) are escaped. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the LoadWithPartialName method of the class is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The Load method of the class is used to load the assembly. + + + + + Specifies type name handling options for the . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Do not include the .NET type name when serializing types. + + + + + Include the .NET type name when serializing into a JSON object structure. + + + + + Include the .NET type name when serializing into a JSON array structure. + + + + + Always include the .NET type name when serializing. + + + + + Include the .NET type name when the type of the object being serialized is not the same as its declared type. + Note that this doesn't include the root serialized object by default. To include the root object's type name in JSON + you must specify a root type object with + or . + + + + + Determines whether the collection is null or empty. + + The collection. + + true if the collection is null or empty; otherwise, false. + + + + + Adds the elements of the specified collection to the specified generic . + + The list to add to. + The collection of elements to add. + + + + Converts the value to the specified type. If the value is unable to be converted, the + value is checked whether it assignable to the specified type. + + The value to convert. + The culture to use when converting. + The type to convert or cast the value to. + + The converted type. If conversion was unsuccessful, the initial value + is returned if assignable to the target type. + + + + + Helper class for serializing immutable collections. + Note that this is used by all builds, even those that don't support immutable collections, in case the DLL is GACed + https://github.com/JamesNK/Newtonsoft.Json/issues/652 + + + + + Gets the type of the typed collection's items. + + The type. + The type of the typed collection's items. + + + + Gets the member's underlying type. + + The member. + The underlying type of the member. + + + + Determines whether the property is an indexed property. + + The property. + + true if the property is an indexed property; otherwise, false. + + + + + Gets the member's value on the object. + + The member. + The target object. + The member's value on the object. + + + + Sets the member's value on the target object. + + The member. + The target. + The value. + + + + Determines whether the specified MemberInfo can be read. + + The MemberInfo to determine whether can be read. + /// if set to true then allow the member to be gotten non-publicly. + + true if the specified MemberInfo can be read; otherwise, false. + + + + + Determines whether the specified MemberInfo can be set. + + The MemberInfo to determine whether can be set. + if set to true then allow the member to be set non-publicly. + if set to true then allow the member to be set if read-only. + + true if the specified MemberInfo can be set; otherwise, false. + + + + + Builds a string. Unlike this class lets you reuse its internal buffer. + + + + + Determines whether the string is all white space. Empty string will return false. + + The string to test whether it is all white space. + + true if the string is all white space; otherwise, false. + + + + + Specifies the state of the . + + + + + An exception has been thrown, which has left the in an invalid state. + You may call the method to put the in the Closed state. + Any other method calls result in an being thrown. + + + + + The method has been called. + + + + + An object is being written. + + + + + An array is being written. + + + + + A constructor is being written. + + + + + A property is being written. + + + + + A write method has not been called. + + + + Specifies that an output will not be null even if the corresponding type allows it. + + + Specifies that when a method returns , the parameter will not be null even if the corresponding type allows it. + + + Initializes the attribute with the specified return value condition. + + The return value condition. If the method returns this value, the associated parameter will not be null. + + + + Gets the return value condition. + + + Specifies that an output may be null even if the corresponding type disallows it. + + + Specifies that null is allowed as an input even if the corresponding type disallows it. + + + + Specifies that the method will not return if the associated Boolean parameter is passed the specified value. + + + + + Initializes a new instance of the class. + + + The condition parameter value. Code after the method will be considered unreachable by diagnostics if the argument to + the associated parameter matches this value. + + + + Gets the condition parameter value. + + + diff --git a/packages/Newtonsoft.Json.13.0.3/lib/net40/Newtonsoft.Json.dll b/packages/Newtonsoft.Json.13.0.3/lib/net40/Newtonsoft.Json.dll new file mode 100644 index 0000000..be3857e Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/lib/net40/Newtonsoft.Json.dll differ diff --git a/packages/Newtonsoft.Json.13.0.3/lib/net40/Newtonsoft.Json.xml b/packages/Newtonsoft.Json.13.0.3/lib/net40/Newtonsoft.Json.xml new file mode 100644 index 0000000..a806363 --- /dev/null +++ b/packages/Newtonsoft.Json.13.0.3/lib/net40/Newtonsoft.Json.xml @@ -0,0 +1,9741 @@ + + + + Newtonsoft.Json + + + + + Represents a BSON Oid (object id). + + + + + Gets or sets the value of the Oid. + + The value of the Oid. + + + + Initializes a new instance of the class. + + The Oid value. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized BSON data. + + + + + Gets or sets a value indicating whether binary data reading should be compatible with incorrect Json.NET 3.5 written binary. + + + true if binary data reading will be compatible with incorrect Json.NET 3.5 written binary; otherwise, false. + + + + + Gets or sets a value indicating whether the root object will be read as a JSON array. + + + true if the root object will be read as a JSON array; otherwise, false. + + + + + Gets or sets the used when reading values from BSON. + + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating BSON data. + + + + + Gets or sets the used when writing values to BSON. + When set to no conversion will occur. + + The used when writing values to BSON. + + + + Initializes a new instance of the class. + + The to write to. + + + + Initializes a new instance of the class. + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying stream. + + + + + Writes the end. + + The token. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes the beginning of a JSON array. + + + + + Writes the beginning of a JSON object. + + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value that represents a BSON object id. + + The Object ID value to write. + + + + Writes a BSON regex. + + The regex pattern. + The regex options. + + + + Specifies how constructors are used when initializing objects during deserialization by the . + + + + + First attempt to use the public default constructor, then fall back to a single parameterized constructor, then to the non-public default constructor. + + + + + Json.NET will use a non-public default constructor before falling back to a parameterized constructor. + + + + + Converts a binary value to and from a base 64 string value. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Creates a custom object. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Creates an object which will then be populated by the serializer. + + Type of the object. + The created object. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Provides a base class for converting a to and from JSON. + + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a F# discriminated union type to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an Entity Framework to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from the ISO 8601 date format (e.g. "2008-04-12T12:53Z"). + + + + + Gets or sets the date time styles used when converting a date to and from JSON. + + The date time styles used when converting a date to and from JSON. + + + + Gets or sets the date time format used when converting a date to and from JSON. + + The date time format used when converting a date to and from JSON. + + + + Gets or sets the culture used when converting a date to and from JSON. + + The culture used when converting a date to and from JSON. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Converts a to and from a JavaScript Date constructor (e.g. new Date(52231943)). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from its name string value. + + + + + Gets or sets a value indicating whether the written enum text should be camel case. + The default value is false. + + true if the written enum text will be camel case; otherwise, false. + + + + Gets or sets the naming strategy used to resolve how enum text is written. + + The naming strategy used to resolve how enum text is written. + + + + Gets or sets a value indicating whether integer values are allowed when serializing and deserializing. + The default value is true. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + true if the written enum text will be camel case; otherwise, false. + + + + Initializes a new instance of the class. + + The naming strategy used to resolve how enum text is written. + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from Unix epoch time + + + + + Gets or sets a value indicating whether the dates before Unix epoch + should converted to and from JSON. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from a string (e.g. "1.2.3.4"). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts XML to and from JSON. + + + + + Gets or sets the name of the root element to insert when deserializing to XML if the JSON structure has produced multiple root elements. + + The name of the deserialized root element. + + + + Gets or sets a value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + true if the array attribute is written to the XML; otherwise, false. + + + + Gets or sets a value indicating whether to write the root JSON object. + + true if the JSON root object is omitted; otherwise, false. + + + + Gets or sets a value indicating whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + true if special characters are encoded; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The calling serializer. + The value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Checks if the is a namespace attribute. + + Attribute name to test. + The attribute name prefix if it has one, otherwise an empty string. + true if attribute name is for a namespace attribute, otherwise false. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Specifies how dates are formatted when writing JSON text. + + + + + Dates are written in the ISO 8601 format, e.g. "2012-03-21T05:40Z". + + + + + Dates are written in the Microsoft JSON format, e.g. "\/Date(1198908717056)\/". + + + + + Specifies how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON text. + + + + + Date formatted strings are not parsed to a date type and are read as strings. + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Specifies how to treat the time value when converting between string and . + + + + + Treat as local time. If the object represents a Coordinated Universal Time (UTC), it is converted to the local time. + + + + + Treat as a UTC. If the object represents a local time, it is converted to a UTC. + + + + + Treat as a local time if a is being converted to a string. + If a string is being converted to , convert to a local time if a time zone is specified. + + + + + Time zone information should be preserved when converting. + + + + + The default JSON name table implementation. + + + + + Initializes a new instance of the class. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Adds the specified string into name table. + + The string to add. + This method is not thread-safe. + The resolved string. + + + + Specifies default value handling options for the . + + + + + + + + + Include members where the member value is the same as the member's default value when serializing objects. + Included members are written to JSON. Has no effect when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + so that it is not written to JSON. + This option will ignore all default values (e.g. null for objects and nullable types; 0 for integers, + decimals and floating point numbers; and false for booleans). The default value ignored can be changed by + placing the on the property. + + + + + Members with a default value but no JSON will be set to their default value when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + and set members to their default value when deserializing. + + + + + Specifies float format handling options when writing special floating point numbers, e.g. , + and with . + + + + + Write special floating point values as strings in JSON, e.g. "NaN", "Infinity", "-Infinity". + + + + + Write special floating point values as symbols in JSON, e.g. NaN, Infinity, -Infinity. + Note that this will produce non-valid JSON. + + + + + Write special floating point values as the property's default value in JSON, e.g. 0.0 for a property, null for a of property. + + + + + Specifies how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Floating point numbers are parsed to . + + + + + Floating point numbers are parsed to . + + + + + Specifies formatting options for the . + + + + + No special formatting is applied. This is the default. + + + + + Causes child objects to be indented according to the and settings. + + + + + Provides an interface for using pooled arrays. + + The array type content. + + + + Rent an array from the pool. This array must be returned when it is no longer needed. + + The minimum required length of the array. The returned array may be longer. + The rented array from the pool. This array must be returned when it is no longer needed. + + + + Return an array to the pool. + + The array that is being returned. + + + + Provides an interface to enable a class to return line and position information. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + The current line number or 0 if no line information is available (for example, when returns false). + + + + Gets the current line position. + + The current line position or 0 if no line information is available (for example, when returns false). + + + + Instructs the how to serialize the collection. + + + + + Gets or sets a value indicating whether null items are allowed in the collection. + + true if null items are allowed in the collection; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with a flag indicating whether the array can contain null items. + + A flag indicating whether the array can contain null items. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to use the specified constructor when deserializing that object. + + + + + Instructs the how to serialize the object. + + + + + Gets or sets the id. + + The id. + + + + Gets or sets the title. + + The title. + + + + Gets or sets the description. + + The description. + + + + Gets or sets the collection's items converter. + + The collection's items converter. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets a value that indicates whether to preserve object references. + + + true to keep object reference; otherwise, false. The default is false. + + + + + Gets or sets a value that indicates whether to preserve collection's items references. + + + true to keep collection's items object references; otherwise, false. The default is false. + + + + + Gets or sets the reference loop handling used when serializing the collection's items. + + The reference loop handling. + + + + Gets or sets the type name handling used when serializing the collection's items. + + The type name handling. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Provides methods for converting between .NET types and JSON types. + + + + + + + + Gets or sets a function that creates default . + Default settings are automatically used by serialization methods on , + and and on . + To serialize without using any default settings create a with + . + + + + + Represents JavaScript's boolean value true as a string. This field is read-only. + + + + + Represents JavaScript's boolean value false as a string. This field is read-only. + + + + + Represents JavaScript's null as a string. This field is read-only. + + + + + Represents JavaScript's undefined as a string. This field is read-only. + + + + + Represents JavaScript's positive infinity as a string. This field is read-only. + + + + + Represents JavaScript's negative infinity as a string. This field is read-only. + + + + + Represents JavaScript's NaN as a string. This field is read-only. + + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + The time zone handling when the date is converted to a string. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + The string escape handling. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Serializes the specified object to a JSON string. + + The object to serialize. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting. + + The object to serialize. + Indicates how the output should be formatted. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a collection of . + + The object to serialize. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting and a collection of . + + The object to serialize. + Indicates how the output should be formatted. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Deserializes the JSON to a .NET object. + + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to a .NET object using . + + The JSON to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The JSON to deserialize. + The of object being deserialized. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The type of the object to deserialize to. + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the given anonymous type. + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the given anonymous type using . + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The type of the object to deserialize to. + The JSON to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The type of the object to deserialize to. + The object to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The JSON to deserialize. + The type of the object to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The JSON to deserialize. + The type of the object to deserialize to. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Populates the object with values from the JSON string. + + The JSON to populate values from. + The target object to populate values onto. + + + + Populates the object with values from the JSON string using . + + The JSON to populate values from. + The target object to populate values onto. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + + + + Serializes the to a JSON string. + + The node to serialize. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to serialize. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Serializes the to a JSON string. + + The node to convert to JSON. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to convert to JSON. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Converts an object to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can read JSON. + + true if this can read JSON; otherwise, false. + + + + Gets a value indicating whether this can write JSON. + + true if this can write JSON; otherwise, false. + + + + Converts an object to and from JSON. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. If there is no existing value then null will be used. + The existing value has a value. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Instructs the to use the specified when serializing the member or class. + + + + + Gets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + + + + + Initializes a new instance of the class. + + Type of the . + + + + Initializes a new instance of the class. + + Type of the . + Parameter list to use when constructing the . Can be null. + + + + Represents a collection of . + + + + + Instructs the how to serialize the collection. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Instructs the to deserialize properties with no matching class member into the specified collection + and write values during serialization. + + + + + Gets or sets a value that indicates whether to write extension data when serializing the object. + + + true to write extension data when serializing the object; otherwise, false. The default is true. + + + + + Gets or sets a value that indicates whether to read extension data when deserializing the object. + + + true to read extension data when deserializing the object; otherwise, false. The default is true. + + + + + Initializes a new instance of the class. + + + + + Instructs the not to serialize the public field or public read/write property value. + + + + + Base class for a table of atomized string objects. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Instructs the how to serialize the object. + + + + + Gets or sets the member serialization. + + The member serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified member serialization. + + The member serialization. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to always serialize the member with the specified name. + + + + + Gets or sets the type used when serializing the property's collection items. + + The collection's items type. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the null value handling used when serializing this property. + + The null value handling. + + + + Gets or sets the default value handling used when serializing this property. + + The default value handling. + + + + Gets or sets the reference loop handling used when serializing this property. + + The reference loop handling. + + + + Gets or sets the object creation handling used when deserializing this property. + + The object creation handling. + + + + Gets or sets the type name handling used when serializing this property. + + The type name handling. + + + + Gets or sets whether this property's value is serialized as a reference. + + Whether this property's value is serialized as a reference. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets a value indicating whether this property is required. + + + A value indicating whether this property is required. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified name. + + Name of the property. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Specifies the state of the reader. + + + + + A read method has not been called. + + + + + The end of the file has been reached successfully. + + + + + Reader is at a property. + + + + + Reader is at the start of an object. + + + + + Reader is in an object. + + + + + Reader is at the start of an array. + + + + + Reader is in an array. + + + + + The method has been called. + + + + + Reader has just read a value. + + + + + Reader is at the start of a constructor. + + + + + Reader is in a constructor. + + + + + An error occurred that prevents the read operation from continuing. + + + + + The end of the file has been reached successfully. + + + + + Gets the current reader state. + + The current reader state. + + + + Gets or sets a value indicating whether the source should be closed when this reader is closed. + + + true to close the source when this reader is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether multiple pieces of JSON content can + be read from a continuous stream without erroring. + + + true to support reading multiple pieces of JSON content; otherwise false. + The default is false. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + Gets or sets how time zones are handled when reading JSON. + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Gets or sets how custom date formatted strings are parsed when reading JSON. + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets the type of the current JSON token. + + + + + Gets the text value of the current JSON token. + + + + + Gets the .NET type for the current JSON token. + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets or sets the culture used when reading JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Reads the next JSON token from the source. + + true if the next token was read successfully; false if there are no more tokens to read. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Skips the children of the current token. + + + + + Sets the current token. + + The new token. + + + + Sets the current token and value. + + The new token. + The value. + + + + Sets the current token and value. + + The new token. + The value. + A flag indicating whether the position index inside an array should be updated. + + + + Sets the state based on current token type. + + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Changes the reader's state to . + If is set to true, the source is also closed. + + + + + The exception thrown when an error occurs while reading JSON text. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to always serialize the member, and to require that the member has a value. + + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Serializes and deserializes objects into and from the JSON format. + The enables you to control how objects are encoded into JSON. + + + + + Occurs when the errors during serialization and deserialization. + + + + + Gets or sets the used by the serializer when resolving references. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + + + + Gets or sets how reference loops (e.g. a class referencing itself) is handled. + The default value is . + + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets a collection that will be used during serialization. + + Collection that will be used during serialization. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets a value indicating whether there will be a check for additional JSON content after deserializing an object. + The default value is false. + + + true if there will be a check for additional JSON content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Creates a new instance. + The will not use default settings + from . + + + A new instance. + The will not use default settings + from . + + + + + Creates a new instance using the specified . + The will not use default settings + from . + + The settings to be applied to the . + + A new instance using the specified . + The will not use default settings + from . + + + + + Creates a new instance. + The will use default settings + from . + + + A new instance. + The will use default settings + from . + + + + + Creates a new instance using the specified . + The will use default settings + from as well as the specified . + + The settings to be applied to the . + + A new instance using the specified . + The will use default settings + from as well as the specified . + + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Deserializes the JSON structure contained by the specified . + + The that contains the JSON structure to deserialize. + The being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The type of the object to deserialize. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is Auto to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Specifies the settings on a object. + + + + + Gets or sets how reference loops (e.g. a class referencing itself) are handled. + The default value is . + + Reference loop handling. + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + Missing member handling. + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + Null value handling. + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + The default value handling. + + + + Gets or sets a collection that will be used during serialization. + + The converters. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + The preserve references handling. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + The type name handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + The contract resolver. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets the used by the serializer when resolving references. + + The reference resolver. + + + + Gets or sets a function that creates the used by the serializer when resolving references. + + A function that creates the used by the serializer when resolving references. + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the error handler called during serialization and deserialization. + + The error handler called during serialization and deserialization. + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets a value indicating whether there will be a check for additional content after deserializing an object. + The default value is false. + + + true if there will be a check for additional content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + using values copied from the passed in . + + + + + Represents a reader that provides fast, non-cached, forward-only access to JSON text data. + + + + + Initializes a new instance of the class with the specified . + + The containing the JSON data to read. + + + + Gets or sets the reader's property name table. + + + + + Gets or sets the reader's character buffer pool. + + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + + The current line number or 0 if no line information is available (for example, returns false). + + + + + Gets the current line position. + + + The current line position or 0 if no line information is available (for example, returns false). + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets or sets the writer's character array pool. + + + + + Gets or sets how many s to write for each level in the hierarchy when is set to . + + + + + Gets or sets which character to use to quote attribute values. + + + + + Gets or sets which character to use for indenting when is set to . + + + + + Gets or sets a value indicating whether object names will be surrounded with quotes. + + + + + Initializes a new instance of the class using the specified . + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying . + + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the specified end token. + + The end token to write. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Specifies the type of JSON token. + + + + + This is returned by the if a read method has not been called. + + + + + An object start token. + + + + + An array start token. + + + + + A constructor start token. + + + + + An object property name. + + + + + A comment. + + + + + Raw JSON. + + + + + An integer. + + + + + A float. + + + + + A string. + + + + + A boolean. + + + + + A null token. + + + + + An undefined token. + + + + + An object end token. + + + + + An array end token. + + + + + A constructor end token. + + + + + A Date. + + + + + Byte data. + + + + + + Represents a reader that provides validation. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Sets an event handler for receiving schema validation errors. + + + + + Gets the text value of the current JSON token. + + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + + Gets the type of the current JSON token. + + + + + + Gets the .NET type for the current JSON token. + + + + + + Initializes a new instance of the class that + validates the content returned from the given . + + The to read from while validating. + + + + Gets or sets the schema. + + The schema. + + + + Gets the used to construct this . + + The specified in the constructor. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a []. + + + A [] or null if the next JSON token is null. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets or sets a value indicating whether the destination should be closed when this writer is closed. + + + true to close the destination when this writer is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether the JSON should be auto-completed when this writer is closed. + + + true to auto-complete the JSON when this writer is closed; otherwise false. The default is true. + + + + + Gets the top. + + The top. + + + + Gets the state of the writer. + + + + + Gets the path of the writer. + + + + + Gets or sets a value indicating how JSON text output should be formatted. + + + + + Gets or sets how dates are written to JSON text. + + + + + Gets or sets how time zones are handled when writing JSON text. + + + + + Gets or sets how strings are escaped when writing JSON text. + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written to JSON text. + + + + + Gets or sets how and values are formatted when writing JSON text. + + + + + Gets or sets the culture used when writing JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the destination and also flushes the destination. + + + + + Closes this writer. + If is set to true, the destination is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the end of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the end of an array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end constructor. + + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes the end of the current JSON object or array. + + + + + Writes the current token and its children. + + The to read the token from. + + + + Writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + + + + Writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + + + + Writes the token. + + The to write. + + + + Writes the specified end token. + + The end token to write. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON without changing the writer's state. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Sets the state of the . + + The being written. + The value being written. + + + + The exception thrown when an error occurs while writing JSON text. + + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Specifies how JSON comments are handled when loading JSON. + + + + + Ignore comments. + + + + + Load comments as a with type . + + + + + Specifies how duplicate property names are handled when loading JSON. + + + + + Replace the existing value when there is a duplicate property. The value of the last property in the JSON object will be used. + + + + + Ignore the new value when there is a duplicate property. The value of the first property in the JSON object will be used. + + + + + Throw a when a duplicate property is encountered. + + + + + Contains the LINQ to JSON extension methods. + + + + + Returns a collection of tokens that contains the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the descendants of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, and the descendants of every token in the source collection. + + + + Returns a collection of child properties of every object in the source collection. + + An of that contains the source collection. + An of that contains the properties of every object in the source collection. + + + + Returns a collection of child values of every object in the source collection with the given key. + + An of that contains the source collection. + The token key. + An of that contains the values of every token in the source collection with the given key. + + + + Returns a collection of child values of every object in the source collection. + + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child values of every object in the source collection with the given key. + + The type to convert the values to. + An of that contains the source collection. + The token key. + An that contains the converted values of every token in the source collection with the given key. + + + + Returns a collection of converted child values of every object in the source collection. + + The type to convert the values to. + An of that contains the source collection. + An that contains the converted values of every token in the source collection. + + + + Converts the value. + + The type to convert the value to. + A cast as a of . + A converted value. + + + + Converts the value. + + The source collection type. + The type to convert the value to. + A cast as a of . + A converted value. + + + + Returns a collection of child tokens of every array in the source collection. + + The source collection type. + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child tokens of every array in the source collection. + + An of that contains the source collection. + The type to convert the values to. + The source collection type. + An that contains the converted values of every token in the source collection. + + + + Returns the input typed as . + + An of that contains the source collection. + The input typed as . + + + + Returns the input typed as . + + The source collection type. + An of that contains the source collection. + The input typed as . + + + + Represents a collection of objects. + + The type of token. + + + + Gets the of with the specified key. + + + + + + Represents a JSON array. + + + + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Loads an from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads an from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the at the specified index. + + + + + + Determines the index of a specific item in the . + + The object to locate in the . + + The index of if found in the list; otherwise, -1. + + + + + Inserts an item to the at the specified index. + + The zero-based index at which should be inserted. + The object to insert into the . + + is not a valid index in the . + + + + + Removes the item at the specified index. + + The zero-based index of the item to remove. + + is not a valid index in the . + + + + + Returns an enumerator that iterates through the collection. + + + A of that can be used to iterate through the collection. + + + + + Adds an item to the . + + The object to add to the . + + + + Removes all items from the . + + + + + Determines whether the contains a specific value. + + The object to locate in the . + + true if is found in the ; otherwise, false. + + + + + Copies the elements of the to an array, starting at a particular array index. + + The array. + Index of the array. + + + + Gets a value indicating whether the is read-only. + + true if the is read-only; otherwise, false. + + + + Removes the first occurrence of a specific object from the . + + The object to remove from the . + + true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . + + + + + Represents a JSON constructor. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets or sets the name of this constructor. + + The constructor name. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name. + + The constructor name. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a token that can contain other tokens. + + + + + Occurs when the list changes or an item in the list changes. + + + + + Occurs before an item is added to the collection. + + + + + Occurs when the items list of the collection has changed, or the collection is reset. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Get the first child token of this token. + + + A containing the first child token of the . + + + + + Get the last child token of this token. + + + A containing the last child token of the . + + + + + Returns a collection of the child tokens of this token, in document order. + + + An of containing the child tokens of this , in document order. + + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + + A containing the child values of this , in document order. + + + + + Returns a collection of the descendant tokens for this token in document order. + + An of containing the descendant tokens of the . + + + + Returns a collection of the tokens that contain this token, and all descendant tokens of this token, in document order. + + An of containing this token, and all the descendant tokens of the . + + + + Adds the specified content as children of this . + + The content to be added. + + + + Adds the specified content as the first children of this . + + The content to be added. + + + + Creates a that can be used to add tokens to the . + + A that is ready to have content written to it. + + + + Replaces the child nodes of this token with the specified content. + + The content. + + + + Removes the child nodes from this token. + + + + + Merge the specified content into this . + + The content to be merged. + + + + Merge the specified content into this using . + + The content to be merged. + The used to merge the content. + + + + Gets the count of child JSON tokens. + + The count of child JSON tokens. + + + + Represents a collection of objects. + + The type of token. + + + + An empty collection of objects. + + + + + Initializes a new instance of the struct. + + The enumerable. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Gets the of with the specified key. + + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Represents a JSON object. + + + + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Occurs when a property value changes. + + + + + Occurs when a property value is changing. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Gets the node type for this . + + The type. + + + + Gets an of of this object's properties. + + An of of this object's properties. + + + + Gets a with the specified name. + + The property name. + A with the specified name or null. + + + + Gets the with the specified name. + The exact name will be searched for first and if no matching property is found then + the will be used to match a property. + + The property name. + One of the enumeration values that specifies how the strings will be compared. + A matched with the specified name or null. + + + + Gets a of of this object's property values. + + A of of this object's property values. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the with the specified property name. + + + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified property name. + + Name of the property. + The with the specified property name. + + + + Gets the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + One of the enumeration values that specifies how the strings will be compared. + The with the specified property name. + + + + Tries to get the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + The value. + One of the enumeration values that specifies how the strings will be compared. + true if a value was successfully retrieved; otherwise, false. + + + + Adds the specified property name. + + Name of the property. + The value. + + + + Determines whether the JSON object has the specified property name. + + Name of the property. + true if the JSON object has the specified property name; otherwise, false. + + + + Removes the property with the specified name. + + Name of the property. + true if item was successfully removed; otherwise, false. + + + + Tries to get the with the specified property name. + + Name of the property. + The value. + true if a value was successfully retrieved; otherwise, false. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Represents a JSON property. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the property name. + + The property name. + + + + Gets or sets the property value. + + The property value. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a view of a . + + + + + Initializes a new instance of the class. + + The name. + + + + When overridden in a derived class, returns whether resetting an object changes its value. + + + true if resetting the component changes its value; otherwise, false. + + The component to test for reset capability. + + + + When overridden in a derived class, gets the current value of the property on a component. + + + The value of a property for a given component. + + The component with the property for which to retrieve the value. + + + + When overridden in a derived class, resets the value for this property of the component to the default value. + + The component with the property value that is to be reset to the default value. + + + + When overridden in a derived class, sets the value of the component to a different value. + + The component with the property value that is to be set. + The new value. + + + + When overridden in a derived class, determines a value indicating whether the value of this property needs to be persisted. + + + true if the property should be persisted; otherwise, false. + + The component with the property to be examined for persistence. + + + + When overridden in a derived class, gets the type of the component this property is bound to. + + + A that represents the type of component this property is bound to. + When the or + + methods are invoked, the object specified might be an instance of this type. + + + + + When overridden in a derived class, gets a value indicating whether this property is read-only. + + + true if the property is read-only; otherwise, false. + + + + + When overridden in a derived class, gets the type of the property. + + + A that represents the type of the property. + + + + + Gets the hash code for the name of the member. + + + + The hash code for the name of the member. + + + + + Represents a raw JSON string. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class. + + The raw json. + + + + Creates an instance of with the content of the reader's current token. + + The reader. + An instance of with the content of the reader's current token. + + + + Specifies the settings used when cloning JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets a flag that indicates whether to copy annotations when cloning a . + The default value is true. + + + A flag that indicates whether to copy annotations when cloning a . + + + + + Specifies the settings used when loading JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets how JSON comments are handled when loading JSON. + The default value is . + + The JSON comment handling. + + + + Gets or sets how JSON line info is handled when loading JSON. + The default value is . + + The JSON line info handling. + + + + Gets or sets how duplicate property names in JSON objects are handled when loading JSON. + The default value is . + + The JSON duplicate property name handling. + + + + Specifies the settings used when merging JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets the method used when merging JSON arrays. + + The method used when merging JSON arrays. + + + + Gets or sets how null value properties are merged. + + How null value properties are merged. + + + + Gets or sets the comparison used to match property names while merging. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + The comparison used to match property names while merging. + + + + Specifies the settings used when selecting JSON. + + + + + Gets or sets a flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + A flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + + + Represents an abstract JSON token. + + + + + Gets a comparer that can compare two tokens for value equality. + + A that can compare two nodes for value equality. + + + + Gets or sets the parent. + + The parent. + + + + Gets the root of this . + + The root of this . + + + + Gets the node type for this . + + The type. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Compares the values of two tokens, including the values of all descendant tokens. + + The first to compare. + The second to compare. + true if the tokens are equal; otherwise false. + + + + Gets the next sibling token of this node. + + The that contains the next sibling token. + + + + Gets the previous sibling token of this node. + + The that contains the previous sibling token. + + + + Gets the path of the JSON token. + + + + + Adds the specified content immediately after this token. + + A content object that contains simple content or a collection of content objects to be added after this token. + + + + Adds the specified content immediately before this token. + + A content object that contains simple content or a collection of content objects to be added before this token. + + + + Returns a collection of the ancestor tokens of this token. + + A collection of the ancestor tokens of this token. + + + + Returns a collection of tokens that contain this token, and the ancestors of this token. + + A collection of tokens that contain this token, and the ancestors of this token. + + + + Returns a collection of the sibling tokens after this token, in document order. + + A collection of the sibling tokens after this tokens, in document order. + + + + Returns a collection of the sibling tokens before this token, in document order. + + A collection of the sibling tokens before this token, in document order. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets the with the specified key converted to the specified type. + + The type to convert the token to. + The token key. + The converted token value. + + + + Get the first child token of this token. + + A containing the first child token of the . + + + + Get the last child token of this token. + + A containing the last child token of the . + + + + Returns a collection of the child tokens of this token, in document order. + + An of containing the child tokens of this , in document order. + + + + Returns a collection of the child tokens of this token, in document order, filtered by the specified type. + + The type to filter the child tokens on. + A containing the child tokens of this , in document order. + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + A containing the child values of this , in document order. + + + + Removes this token from its parent. + + + + + Replaces this token with the specified token. + + The value. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Returns the indented JSON for this token. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + The indented JSON for this token. + + + + + Returns the JSON for this token using the given formatting and converters. + + Indicates how the output should be formatted. + A collection of s which will be used when writing the token. + The JSON for this token using the given formatting and converters. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to []. + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from [] to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Creates a for this token. + + A that can be used to read this token and its descendants. + + + + Creates a from an object. + + The object that will be used to create . + A with the value of the specified object. + + + + Creates a from an object using the specified . + + The object that will be used to create . + The that will be used when reading the object. + A with the value of the specified object. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + Creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A , or null. + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + A . + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + The used to select tokens. + A . + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + The used to select tokens. + An of that contains the selected elements. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A new instance of the . + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A object to configure cloning settings. + A new instance of the . + + + + Adds an object to the annotation list of this . + + The annotation to add. + + + + Get the first annotation object of the specified type from this . + + The type of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets the first annotation object of the specified type from this . + + The of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets a collection of annotations of the specified type for this . + + The type of the annotations to retrieve. + An that contains the annotations for this . + + + + Gets a collection of annotations of the specified type for this . + + The of the annotations to retrieve. + An of that contains the annotations that match the specified type for this . + + + + Removes the annotations of the specified type from this . + + The type of annotations to remove. + + + + Removes the annotations of the specified type from this . + + The of annotations to remove. + + + + Compares tokens to determine whether they are equal. + + + + + Determines whether the specified objects are equal. + + The first object of type to compare. + The second object of type to compare. + + true if the specified objects are equal; otherwise, false. + + + + + Returns a hash code for the specified object. + + The for which a hash code is to be returned. + A hash code for the specified object. + The type of is a reference type and is null. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Gets the at the reader's current position. + + + + + Initializes a new instance of the class. + + The token to read from. + + + + Initializes a new instance of the class. + + The token to read from. + The initial path of the token. It is prepended to the returned . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Gets the path of the current JSON token. + + + + + Specifies the type of token. + + + + + No token type has been set. + + + + + A JSON object. + + + + + A JSON array. + + + + + A JSON constructor. + + + + + A JSON object property. + + + + + A comment. + + + + + An integer value. + + + + + A float value. + + + + + A string value. + + + + + A boolean value. + + + + + A null value. + + + + + An undefined value. + + + + + A date value. + + + + + A raw JSON value. + + + + + A collection of bytes value. + + + + + A Guid value. + + + + + A Uri value. + + + + + A TimeSpan value. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets the at the writer's current position. + + + + + Gets the token being written. + + The token being written. + + + + Initializes a new instance of the class writing to the given . + + The container being written to. + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the underlying . + + + + + Closes this writer. + If is set to true, the JSON is auto-completed. + + + Setting to true has no additional effect, since the underlying is a type that cannot be closed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end. + + The token. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes a value. + An error will be raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Represents a value in JSON (string, integer, date, etc). + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Creates a comment with the given value. + + The value. + A comment with the given value. + + + + Creates a string with the given value. + + The value. + A string with the given value. + + + + Creates a null value. + + A null value. + + + + Creates a undefined value. + + A undefined value. + + + + Gets the node type for this . + + The type. + + + + Gets or sets the underlying token value. + + The underlying token value. + + + + Writes this token to a . + + A into which this method will write. + A collection of s which will be used when writing the token. + + + + Indicates whether the current object is equal to another object of the same type. + + + true if the current object is equal to the parameter; otherwise, false. + + An object to compare with this object. + + + + Determines whether the specified is equal to the current . + + The to compare with the current . + + true if the specified is equal to the current ; otherwise, false. + + + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + + + + Returns a that represents this instance. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format provider. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + The format provider. + + A that represents this instance. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object. + + An object to compare with this instance. + + A 32-bit signed integer that indicates the relative order of the objects being compared. The return value has these meanings: + Value + Meaning + Less than zero + This instance is less than . + Zero + This instance is equal to . + Greater than zero + This instance is greater than . + + + is not of the same type as this instance. + + + + + Specifies how line information is handled when loading JSON. + + + + + Ignore line information. + + + + + Load line information. + + + + + Specifies how JSON arrays are merged together. + + + + Concatenate arrays. + + + Union arrays, skipping items that already exist. + + + Replace all array items. + + + Merge array items together, matched by index. + + + + Specifies how null value properties are merged. + + + + + The content's null value properties will be ignored during merging. + + + + + The content's null value properties will be merged. + + + + + Specifies the member serialization options for the . + + + + + All public members are serialized by default. Members can be excluded using or . + This is the default member serialization mode. + + + + + Only members marked with or are serialized. + This member serialization mode can also be set by marking the class with . + + + + + All public and private fields are serialized. Members can be excluded using or . + This member serialization mode can also be set by marking the class with + and setting IgnoreSerializableAttribute on to false. + + + + + Specifies metadata property handling options for the . + + + + + Read metadata properties located at the start of a JSON object. + + + + + Read metadata properties located anywhere in a JSON object. Note that this setting will impact performance. + + + + + Do not try to read metadata properties. + + + + + Specifies missing member handling options for the . + + + + + Ignore a missing member and do not attempt to deserialize it. + + + + + Throw a when a missing member is encountered during deserialization. + + + + + Specifies null value handling options for the . + + + + + + + + + Include null values when serializing and deserializing objects. + + + + + Ignore null values when serializing and deserializing objects. + + + + + Specifies how object creation is handled by the . + + + + + Reuse existing objects, create new objects when needed. + + + + + Only reuse existing objects. + + + + + Always create new objects. + + + + + Specifies reference handling options for the . + Note that references cannot be preserved when a value is set via a non-default constructor such as types that implement . + + + + + + + + Do not preserve references when serializing types. + + + + + Preserve references when serializing into a JSON object structure. + + + + + Preserve references when serializing into a JSON array structure. + + + + + Preserve references when serializing. + + + + + Specifies reference loop handling options for the . + + + + + Throw a when a loop is encountered. + + + + + Ignore loop references and do not serialize. + + + + + Serialize loop references. + + + + + Indicating whether a property is required. + + + + + The property is not required. The default state. + + + + + The property must be defined in JSON but can be a null value. + + + + + The property must be defined in JSON and cannot be a null value. + + + + + The property is not required but it cannot be a null value. + + + + + + Contains the JSON schema extension methods. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + true if the specified is valid; otherwise, false. + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + When this method returns, contains any error messages generated while validating. + + true if the specified is valid; otherwise, false. + + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + The validation event handler. + + + + + An in-memory representation of a JSON Schema. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the id. + + + + + Gets or sets the title. + + + + + Gets or sets whether the object is required. + + + + + Gets or sets whether the object is read-only. + + + + + Gets or sets whether the object is visible to users. + + + + + Gets or sets whether the object is transient. + + + + + Gets or sets the description of the object. + + + + + Gets or sets the types of values allowed by the object. + + The type. + + + + Gets or sets the pattern. + + The pattern. + + + + Gets or sets the minimum length. + + The minimum length. + + + + Gets or sets the maximum length. + + The maximum length. + + + + Gets or sets a number that the value should be divisible by. + + A number that the value should be divisible by. + + + + Gets or sets the minimum. + + The minimum. + + + + Gets or sets the maximum. + + The maximum. + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the minimum attribute (). + + A flag indicating whether the value can not equal the number defined by the minimum attribute (). + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the maximum attribute (). + + A flag indicating whether the value can not equal the number defined by the maximum attribute (). + + + + Gets or sets the minimum number of items. + + The minimum number of items. + + + + Gets or sets the maximum number of items. + + The maximum number of items. + + + + Gets or sets the of items. + + The of items. + + + + Gets or sets a value indicating whether items in an array are validated using the instance at their array position from . + + + true if items are validated using their array position; otherwise, false. + + + + + Gets or sets the of additional items. + + The of additional items. + + + + Gets or sets a value indicating whether additional items are allowed. + + + true if additional items are allowed; otherwise, false. + + + + + Gets or sets whether the array items must be unique. + + + + + Gets or sets the of properties. + + The of properties. + + + + Gets or sets the of additional properties. + + The of additional properties. + + + + Gets or sets the pattern properties. + + The pattern properties. + + + + Gets or sets a value indicating whether additional properties are allowed. + + + true if additional properties are allowed; otherwise, false. + + + + + Gets or sets the required property if this property is present. + + The required property if this property is present. + + + + Gets or sets the a collection of valid enum values allowed. + + A collection of valid enum values allowed. + + + + Gets or sets disallowed types. + + The disallowed types. + + + + Gets or sets the default value. + + The default value. + + + + Gets or sets the collection of that this schema extends. + + The collection of that this schema extends. + + + + Gets or sets the format. + + The format. + + + + Initializes a new instance of the class. + + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The object representing the JSON Schema. + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The to use when resolving schema references. + The object representing the JSON Schema. + + + + Load a from a string that contains JSON Schema. + + A that contains JSON Schema. + A populated from the string that contains JSON Schema. + + + + Load a from a string that contains JSON Schema using the specified . + + A that contains JSON Schema. + The resolver. + A populated from the string that contains JSON Schema. + + + + Writes this schema to a . + + A into which this method will write. + + + + Writes this schema to a using the specified . + + A into which this method will write. + The resolver used. + + + + Returns a that represents the current . + + + A that represents the current . + + + + + + Returns detailed information about the schema exception. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + + Generates a from a specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets how undefined schemas are handled by the serializer. + + + + + Gets or sets the contract resolver. + + The contract resolver. + + + + Generate a from the specified type. + + The type to generate a from. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + + Resolves from an id. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the loaded schemas. + + The loaded schemas. + + + + Initializes a new instance of the class. + + + + + Gets a for the specified reference. + + The id. + A for the specified reference. + + + + + The value types allowed by the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + No type specified. + + + + + String type. + + + + + Float type. + + + + + Integer type. + + + + + Boolean type. + + + + + Object type. + + + + + Array type. + + + + + Null type. + + + + + Any type. + + + + + + Specifies undefined schema Id handling options for the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Do not infer a schema Id. + + + + + Use the .NET type name as the schema Id. + + + + + Use the assembly qualified .NET type name as the schema Id. + + + + + + Returns detailed information related to the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the associated with the validation error. + + The JsonSchemaException associated with the validation error. + + + + Gets the path of the JSON location where the validation error occurred. + + The path of the JSON location where the validation error occurred. + + + + Gets the text description corresponding to the validation error. + + The text description. + + + + + Represents the callback method that will handle JSON schema validation events and the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + A camel case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Resolves member mappings for a type, camel casing property names. + + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used by to resolve a for a given . + + + + + Gets a value indicating whether members are being get and set using dynamic code generation. + This value is determined by the runtime permissions available. + + + true if using dynamic code generation; otherwise, false. + + + + + Gets or sets the default members search flags. + + The default members search flags. + + + + Gets or sets a value indicating whether compiler generated members should be serialized. + + + true if serialized compiler generated members; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the interface when serializing and deserializing types. + + + true if the interface will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the attribute when serializing and deserializing types. + + + true if the attribute will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore IsSpecified members when serializing and deserializing types. + + + true if the IsSpecified members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore ShouldSerialize members when serializing and deserializing types. + + + true if the ShouldSerialize members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets the naming strategy used to resolve how property names and dictionary keys are serialized. + + The naming strategy used to resolve how property names and dictionary keys are serialized. + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Gets the serializable members for the type. + + The type to get serializable members for. + The serializable members for the type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates the constructor parameters. + + The constructor to create properties for. + The type's member properties. + Properties for the given . + + + + Creates a for the given . + + The matching member property. + The constructor parameter. + A created for the given . + + + + Resolves the default for the contract. + + Type of the object. + The contract's default . + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Determines which contract type is created for the given type. + + Type of the object. + A for the given type. + + + + Creates properties for the given . + + The type to create properties for. + /// The member serialization mode for the type. + Properties for the given . + + + + Creates the used by the serializer to get and set values from a member. + + The member. + The used by the serializer to get and set values from a member. + + + + Creates a for the given . + + The member's parent . + The member to create a for. + A created for the given . + + + + Resolves the name of the property. + + Name of the property. + Resolved name of the property. + + + + Resolves the name of the extension data. By default no changes are made to extension data names. + + Name of the extension data. + Resolved name of the extension data. + + + + Resolves the key of the dictionary. By default is used to resolve dictionary keys. + + Key of the dictionary. + Resolved key of the dictionary. + + + + Gets the resolved name of the property. + + Name of the property. + Name of the property. + + + + The default naming strategy. Property names and dictionary keys are unchanged. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + The default serialization binder used when resolving and loading classes from type names. + + + + + Initializes a new instance of the class. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + The type of the object the formatter creates a new instance of. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer that writes to the application's instances. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides information surrounding an error. + + + + + Gets the error. + + The error. + + + + Gets the original object that caused the error. + + The original object that caused the error. + + + + Gets the member that caused the error. + + The member that caused the error. + + + + Gets the path of the JSON location where the error occurred. + + The path of the JSON location where the error occurred. + + + + Gets or sets a value indicating whether this is handled. + + true if handled; otherwise, false. + + + + Provides data for the Error event. + + + + + Gets the current object the error event is being raised against. + + The current object the error event is being raised against. + + + + Gets the error context. + + The error context. + + + + Initializes a new instance of the class. + + The current object. + The error context. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides methods to get attributes. + + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Used by to resolve a for a given . + + + + + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used to resolve references when serializing and deserializing JSON by the . + + + + + Resolves a reference to its object. + + The serialization context. + The reference to resolve. + The object that was resolved from the reference. + + + + Gets the reference for the specified object. + + The serialization context. + The object to get a reference for. + The reference to the object. + + + + Determines whether the specified object is referenced. + + The serialization context. + The object to test for a reference. + + true if the specified object is referenced; otherwise, false. + + + + + Adds a reference to the specified object. + + The serialization context. + The reference. + The object to reference. + + + + Allows users to control class loading and mandate what class to load. + + + + + When implemented, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When implemented, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + The that will be used to filter the trace messages passed to the writer. + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Provides methods to get and set values. + + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Contract details for a used by the . + + + + + Gets the of the collection items. + + The of the collection items. + + + + Gets a value indicating whether the collection type is a multidimensional array. + + true if the collection type is a multidimensional array; otherwise, false. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the collection values. + + true if the creator has a parameter with the collection values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the default collection items . + + The converter. + + + + Gets or sets a value indicating whether the collection items preserve object references. + + true if collection items preserve object references; otherwise, false. + + + + Gets or sets the collection item reference loop handling. + + The reference loop handling. + + + + Gets or sets the collection item type name handling. + + The type name handling. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Handles serialization callback events. + + The object that raised the callback event. + The streaming context. + + + + Handles serialization error callback events. + + The object that raised the callback event. + The streaming context. + The error context. + + + + Sets extension data for an object during deserialization. + + The object to set extension data on. + The extension data key. + The extension data value. + + + + Gets extension data for an object during serialization. + + The object to set extension data on. + + + + Contract details for a used by the . + + + + + Gets the underlying type for the contract. + + The underlying type for the contract. + + + + Gets or sets the type created during deserialization. + + The type created during deserialization. + + + + Gets or sets whether this type contract is serialized as a reference. + + Whether this type contract is serialized as a reference. + + + + Gets or sets the default for this contract. + + The converter. + + + + Gets the internally resolved for the contract's type. + This converter is used as a fallback converter when no other converter is resolved. + Setting will always override this converter. + + + + + Gets or sets all methods called immediately after deserialization of the object. + + The methods called immediately after deserialization of the object. + + + + Gets or sets all methods called during deserialization of the object. + + The methods called during deserialization of the object. + + + + Gets or sets all methods called after serialization of the object graph. + + The methods called after serialization of the object graph. + + + + Gets or sets all methods called before serialization of the object. + + The methods called before serialization of the object. + + + + Gets or sets all method called when an error is thrown during the serialization of the object. + + The methods called when an error is thrown during the serialization of the object. + + + + Gets or sets the default creator method used to create the object. + + The default creator method used to create the object. + + + + Gets or sets a value indicating whether the default creator is non-public. + + true if the default object creator is non-public; otherwise, false. + + + + Contract details for a used by the . + + + + + Gets or sets the dictionary key resolver. + + The dictionary key resolver. + + + + Gets the of the dictionary keys. + + The of the dictionary keys. + + + + Gets the of the dictionary values. + + The of the dictionary values. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the dictionary values. + + true if the creator has a parameter with the dictionary values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets the object's properties. + + The object's properties. + + + + Gets or sets the property name resolver. + + The property name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object constructor. + + The object constructor. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object member serialization. + + The member object serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets the object's properties. + + The object's properties. + + + + Gets a collection of instances that define the parameters used with . + + + + + Gets or sets the function used to create the object. When set this function will override . + This function is called with a collection of arguments which are defined by the collection. + + The function used to create the object. + + + + Gets or sets the extension data setter. + + + + + Gets or sets the extension data getter. + + + + + Gets or sets the extension data value type. + + + + + Gets or sets the extension data name resolver. + + The extension data name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Maps a JSON property to a .NET member or constructor parameter. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the type that declared this property. + + The type that declared this property. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets the name of the underlying member or parameter. + + The name of the underlying member or parameter. + + + + Gets the that will get and set the during serialization. + + The that will get and set the during serialization. + + + + Gets or sets the for this property. + + The for this property. + + + + Gets or sets the type of the property. + + The type of the property. + + + + Gets or sets the for the property. + If set this converter takes precedence over the contract converter for the property type. + + The converter. + + + + Gets or sets the member converter. + + The member converter. + + + + Gets or sets a value indicating whether this is ignored. + + true if ignored; otherwise, false. + + + + Gets or sets a value indicating whether this is readable. + + true if readable; otherwise, false. + + + + Gets or sets a value indicating whether this is writable. + + true if writable; otherwise, false. + + + + Gets or sets a value indicating whether this has a member attribute. + + true if has a member attribute; otherwise, false. + + + + Gets the default value. + + The default value. + + + + Gets or sets a value indicating whether this is required. + + A value indicating whether this is required. + + + + Gets a value indicating whether has a value specified. + + + + + Gets or sets a value indicating whether this property preserves object references. + + + true if this instance is reference; otherwise, false. + + + + + Gets or sets the property null value handling. + + The null value handling. + + + + Gets or sets the property default value handling. + + The default value handling. + + + + Gets or sets the property reference loop handling. + + The reference loop handling. + + + + Gets or sets the property object creation handling. + + The object creation handling. + + + + Gets or sets or sets the type name handling. + + The type name handling. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets a predicate used to determine whether the property should be deserialized. + + A predicate used to determine whether the property should be deserialized. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets an action used to set whether the property has been deserialized. + + An action used to set whether the property has been deserialized. + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Gets or sets the converter used when serializing the property's collection items. + + The collection's items converter. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + A collection of objects. + + + + + Initializes a new instance of the class. + + The type. + + + + When implemented in a derived class, extracts the key from the specified element. + + The element from which to extract the key. + The key for the specified element. + + + + Adds a object. + + The property to add to the collection. + + + + Gets the closest matching object. + First attempts to get an exact case match of and then + a case insensitive match. + + Name of the property. + A matching property if found. + + + + Gets a property by property name. + + The name of the property to get. + Type property name string comparison. + A matching property if found. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Lookup and create an instance of the type described by the argument. + + The type to create. + Optional arguments to pass to an initializing constructor of the JsonConverter. + If null, the default constructor is used. + + + + A kebab case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Represents a trace writer that writes to memory. When the trace message limit is + reached then old trace messages will be removed as new messages are added. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Initializes a new instance of the class. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Returns an enumeration of the most recent trace messages. + + An enumeration of the most recent trace messages. + + + + Returns a of the most recent trace messages. + + + A of the most recent trace messages. + + + + + A base class for resolving how property names and dictionary keys are serialized. + + + + + A flag indicating whether dictionary keys should be processed. + Defaults to false. + + + + + A flag indicating whether extension data names should be processed. + Defaults to false. + + + + + A flag indicating whether explicitly specified property names, + e.g. a property name customized with a , should be processed. + Defaults to false. + + + + + Gets the serialized name for a given property name. + + The initial property name. + A flag indicating whether the property has had a name explicitly specified. + The serialized property name. + + + + Gets the serialized name for a given extension data name. + + The initial extension data name. + The serialized extension data name. + + + + Gets the serialized key for a given dictionary key. + + The initial dictionary key. + The serialized dictionary key. + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Hash code calculation + + + + + + Object equality implementation + + + + + + + Compare to another NamingStrategy + + + + + + + Represents a method that constructs an object. + + The object type to create. + + + + When applied to a method, specifies that the method is called when an error occurs serializing an object. + + + + + Provides methods to get attributes from a , , or . + + + + + Initializes a new instance of the class. + + The instance to get attributes for. This parameter should be a , , or . + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Get and set values for a using reflection. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + A snake case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Specifies how strings are escaped when writing JSON text. + + + + + Only control characters (e.g. newline) are escaped. + + + + + All non-ASCII and control characters (e.g. newline) are escaped. + + + + + HTML (<, >, &, ', ") and control characters (e.g. newline) are escaped. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the LoadWithPartialName method of the class is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The Load method of the class is used to load the assembly. + + + + + Specifies type name handling options for the . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Do not include the .NET type name when serializing types. + + + + + Include the .NET type name when serializing into a JSON object structure. + + + + + Include the .NET type name when serializing into a JSON array structure. + + + + + Always include the .NET type name when serializing. + + + + + Include the .NET type name when the type of the object being serialized is not the same as its declared type. + Note that this doesn't include the root serialized object by default. To include the root object's type name in JSON + you must specify a root type object with + or . + + + + + Determines whether the collection is null or empty. + + The collection. + + true if the collection is null or empty; otherwise, false. + + + + + Adds the elements of the specified collection to the specified generic . + + The list to add to. + The collection of elements to add. + + + + Converts the value to the specified type. If the value is unable to be converted, the + value is checked whether it assignable to the specified type. + + The value to convert. + The culture to use when converting. + The type to convert or cast the value to. + + The converted type. If conversion was unsuccessful, the initial value + is returned if assignable to the target type. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic that returns a result + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Returns a Restrictions object which includes our current restrictions merged + with a restriction limiting our type + + + + + Helper class for serializing immutable collections. + Note that this is used by all builds, even those that don't support immutable collections, in case the DLL is GACed + https://github.com/JamesNK/Newtonsoft.Json/issues/652 + + + + + Gets the type of the typed collection's items. + + The type. + The type of the typed collection's items. + + + + Gets the member's underlying type. + + The member. + The underlying type of the member. + + + + Determines whether the property is an indexed property. + + The property. + + true if the property is an indexed property; otherwise, false. + + + + + Gets the member's value on the object. + + The member. + The target object. + The member's value on the object. + + + + Sets the member's value on the target object. + + The member. + The target. + The value. + + + + Determines whether the specified MemberInfo can be read. + + The MemberInfo to determine whether can be read. + /// if set to true then allow the member to be gotten non-publicly. + + true if the specified MemberInfo can be read; otherwise, false. + + + + + Determines whether the specified MemberInfo can be set. + + The MemberInfo to determine whether can be set. + if set to true then allow the member to be set non-publicly. + if set to true then allow the member to be set if read-only. + + true if the specified MemberInfo can be set; otherwise, false. + + + + + Builds a string. Unlike this class lets you reuse its internal buffer. + + + + + Determines whether the string is all white space. Empty string will return false. + + The string to test whether it is all white space. + + true if the string is all white space; otherwise, false. + + + + + Specifies the state of the . + + + + + An exception has been thrown, which has left the in an invalid state. + You may call the method to put the in the Closed state. + Any other method calls result in an being thrown. + + + + + The method has been called. + + + + + An object is being written. + + + + + An array is being written. + + + + + A constructor is being written. + + + + + A property is being written. + + + + + A write method has not been called. + + + + Specifies that an output will not be null even if the corresponding type allows it. + + + Specifies that when a method returns , the parameter will not be null even if the corresponding type allows it. + + + Initializes the attribute with the specified return value condition. + + The return value condition. If the method returns this value, the associated parameter will not be null. + + + + Gets the return value condition. + + + Specifies that an output may be null even if the corresponding type disallows it. + + + Specifies that null is allowed as an input even if the corresponding type disallows it. + + + + Specifies that the method will not return if the associated Boolean parameter is passed the specified value. + + + + + Initializes a new instance of the class. + + + The condition parameter value. Code after the method will be considered unreachable by diagnostics if the argument to + the associated parameter matches this value. + + + + Gets the condition parameter value. + + + diff --git a/packages/Newtonsoft.Json.13.0.3/lib/net45/Newtonsoft.Json.dll b/packages/Newtonsoft.Json.13.0.3/lib/net45/Newtonsoft.Json.dll new file mode 100644 index 0000000..341d08f Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/lib/net45/Newtonsoft.Json.dll differ diff --git a/packages/Newtonsoft.Json.13.0.3/lib/net45/Newtonsoft.Json.xml b/packages/Newtonsoft.Json.13.0.3/lib/net45/Newtonsoft.Json.xml new file mode 100644 index 0000000..2c981ab --- /dev/null +++ b/packages/Newtonsoft.Json.13.0.3/lib/net45/Newtonsoft.Json.xml @@ -0,0 +1,11363 @@ + + + + Newtonsoft.Json + + + + + Represents a BSON Oid (object id). + + + + + Gets or sets the value of the Oid. + + The value of the Oid. + + + + Initializes a new instance of the class. + + The Oid value. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized BSON data. + + + + + Gets or sets a value indicating whether binary data reading should be compatible with incorrect Json.NET 3.5 written binary. + + + true if binary data reading will be compatible with incorrect Json.NET 3.5 written binary; otherwise, false. + + + + + Gets or sets a value indicating whether the root object will be read as a JSON array. + + + true if the root object will be read as a JSON array; otherwise, false. + + + + + Gets or sets the used when reading values from BSON. + + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating BSON data. + + + + + Gets or sets the used when writing values to BSON. + When set to no conversion will occur. + + The used when writing values to BSON. + + + + Initializes a new instance of the class. + + The to write to. + + + + Initializes a new instance of the class. + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying stream. + + + + + Writes the end. + + The token. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes the beginning of a JSON array. + + + + + Writes the beginning of a JSON object. + + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value that represents a BSON object id. + + The Object ID value to write. + + + + Writes a BSON regex. + + The regex pattern. + The regex options. + + + + Specifies how constructors are used when initializing objects during deserialization by the . + + + + + First attempt to use the public default constructor, then fall back to a single parameterized constructor, then to the non-public default constructor. + + + + + Json.NET will use a non-public default constructor before falling back to a parameterized constructor. + + + + + Converts a binary value to and from a base 64 string value. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Creates a custom object. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Creates an object which will then be populated by the serializer. + + Type of the object. + The created object. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Provides a base class for converting a to and from JSON. + + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a F# discriminated union type to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an Entity Framework to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from the ISO 8601 date format (e.g. "2008-04-12T12:53Z"). + + + + + Gets or sets the date time styles used when converting a date to and from JSON. + + The date time styles used when converting a date to and from JSON. + + + + Gets or sets the date time format used when converting a date to and from JSON. + + The date time format used when converting a date to and from JSON. + + + + Gets or sets the culture used when converting a date to and from JSON. + + The culture used when converting a date to and from JSON. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Converts a to and from a JavaScript Date constructor (e.g. new Date(52231943)). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from its name string value. + + + + + Gets or sets a value indicating whether the written enum text should be camel case. + The default value is false. + + true if the written enum text will be camel case; otherwise, false. + + + + Gets or sets the naming strategy used to resolve how enum text is written. + + The naming strategy used to resolve how enum text is written. + + + + Gets or sets a value indicating whether integer values are allowed when serializing and deserializing. + The default value is true. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + true if the written enum text will be camel case; otherwise, false. + + + + Initializes a new instance of the class. + + The naming strategy used to resolve how enum text is written. + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from Unix epoch time + + + + + Gets or sets a value indicating whether the dates before Unix epoch + should converted to and from JSON. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from a string (e.g. "1.2.3.4"). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts XML to and from JSON. + + + + + Gets or sets the name of the root element to insert when deserializing to XML if the JSON structure has produced multiple root elements. + + The name of the deserialized root element. + + + + Gets or sets a value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + true if the array attribute is written to the XML; otherwise, false. + + + + Gets or sets a value indicating whether to write the root JSON object. + + true if the JSON root object is omitted; otherwise, false. + + + + Gets or sets a value indicating whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + true if special characters are encoded; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The calling serializer. + The value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Checks if the is a namespace attribute. + + Attribute name to test. + The attribute name prefix if it has one, otherwise an empty string. + true if attribute name is for a namespace attribute, otherwise false. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Specifies how dates are formatted when writing JSON text. + + + + + Dates are written in the ISO 8601 format, e.g. "2012-03-21T05:40Z". + + + + + Dates are written in the Microsoft JSON format, e.g. "\/Date(1198908717056)\/". + + + + + Specifies how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON text. + + + + + Date formatted strings are not parsed to a date type and are read as strings. + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Specifies how to treat the time value when converting between string and . + + + + + Treat as local time. If the object represents a Coordinated Universal Time (UTC), it is converted to the local time. + + + + + Treat as a UTC. If the object represents a local time, it is converted to a UTC. + + + + + Treat as a local time if a is being converted to a string. + If a string is being converted to , convert to a local time if a time zone is specified. + + + + + Time zone information should be preserved when converting. + + + + + The default JSON name table implementation. + + + + + Initializes a new instance of the class. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Adds the specified string into name table. + + The string to add. + This method is not thread-safe. + The resolved string. + + + + Specifies default value handling options for the . + + + + + + + + + Include members where the member value is the same as the member's default value when serializing objects. + Included members are written to JSON. Has no effect when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + so that it is not written to JSON. + This option will ignore all default values (e.g. null for objects and nullable types; 0 for integers, + decimals and floating point numbers; and false for booleans). The default value ignored can be changed by + placing the on the property. + + + + + Members with a default value but no JSON will be set to their default value when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + and set members to their default value when deserializing. + + + + + Specifies float format handling options when writing special floating point numbers, e.g. , + and with . + + + + + Write special floating point values as strings in JSON, e.g. "NaN", "Infinity", "-Infinity". + + + + + Write special floating point values as symbols in JSON, e.g. NaN, Infinity, -Infinity. + Note that this will produce non-valid JSON. + + + + + Write special floating point values as the property's default value in JSON, e.g. 0.0 for a property, null for a of property. + + + + + Specifies how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Floating point numbers are parsed to . + + + + + Floating point numbers are parsed to . + + + + + Specifies formatting options for the . + + + + + No special formatting is applied. This is the default. + + + + + Causes child objects to be indented according to the and settings. + + + + + Provides an interface for using pooled arrays. + + The array type content. + + + + Rent an array from the pool. This array must be returned when it is no longer needed. + + The minimum required length of the array. The returned array may be longer. + The rented array from the pool. This array must be returned when it is no longer needed. + + + + Return an array to the pool. + + The array that is being returned. + + + + Provides an interface to enable a class to return line and position information. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + The current line number or 0 if no line information is available (for example, when returns false). + + + + Gets the current line position. + + The current line position or 0 if no line information is available (for example, when returns false). + + + + Instructs the how to serialize the collection. + + + + + Gets or sets a value indicating whether null items are allowed in the collection. + + true if null items are allowed in the collection; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with a flag indicating whether the array can contain null items. + + A flag indicating whether the array can contain null items. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to use the specified constructor when deserializing that object. + + + + + Instructs the how to serialize the object. + + + + + Gets or sets the id. + + The id. + + + + Gets or sets the title. + + The title. + + + + Gets or sets the description. + + The description. + + + + Gets or sets the collection's items converter. + + The collection's items converter. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets a value that indicates whether to preserve object references. + + + true to keep object reference; otherwise, false. The default is false. + + + + + Gets or sets a value that indicates whether to preserve collection's items references. + + + true to keep collection's items object references; otherwise, false. The default is false. + + + + + Gets or sets the reference loop handling used when serializing the collection's items. + + The reference loop handling. + + + + Gets or sets the type name handling used when serializing the collection's items. + + The type name handling. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Provides methods for converting between .NET types and JSON types. + + + + + + + + Gets or sets a function that creates default . + Default settings are automatically used by serialization methods on , + and and on . + To serialize without using any default settings create a with + . + + + + + Represents JavaScript's boolean value true as a string. This field is read-only. + + + + + Represents JavaScript's boolean value false as a string. This field is read-only. + + + + + Represents JavaScript's null as a string. This field is read-only. + + + + + Represents JavaScript's undefined as a string. This field is read-only. + + + + + Represents JavaScript's positive infinity as a string. This field is read-only. + + + + + Represents JavaScript's negative infinity as a string. This field is read-only. + + + + + Represents JavaScript's NaN as a string. This field is read-only. + + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + The time zone handling when the date is converted to a string. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + The string escape handling. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Serializes the specified object to a JSON string. + + The object to serialize. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting. + + The object to serialize. + Indicates how the output should be formatted. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a collection of . + + The object to serialize. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting and a collection of . + + The object to serialize. + Indicates how the output should be formatted. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Deserializes the JSON to a .NET object. + + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to a .NET object using . + + The JSON to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The JSON to deserialize. + The of object being deserialized. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The type of the object to deserialize to. + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the given anonymous type. + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the given anonymous type using . + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The type of the object to deserialize to. + The JSON to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The type of the object to deserialize to. + The object to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The JSON to deserialize. + The type of the object to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The JSON to deserialize. + The type of the object to deserialize to. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Populates the object with values from the JSON string. + + The JSON to populate values from. + The target object to populate values onto. + + + + Populates the object with values from the JSON string using . + + The JSON to populate values from. + The target object to populate values onto. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + + + + Serializes the to a JSON string. + + The node to serialize. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to serialize. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Serializes the to a JSON string. + + The node to convert to JSON. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to convert to JSON. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Converts an object to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can read JSON. + + true if this can read JSON; otherwise, false. + + + + Gets a value indicating whether this can write JSON. + + true if this can write JSON; otherwise, false. + + + + Converts an object to and from JSON. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. If there is no existing value then null will be used. + The existing value has a value. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Instructs the to use the specified when serializing the member or class. + + + + + Gets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + + + + + Initializes a new instance of the class. + + Type of the . + + + + Initializes a new instance of the class. + + Type of the . + Parameter list to use when constructing the . Can be null. + + + + Represents a collection of . + + + + + Instructs the how to serialize the collection. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Instructs the to deserialize properties with no matching class member into the specified collection + and write values during serialization. + + + + + Gets or sets a value that indicates whether to write extension data when serializing the object. + + + true to write extension data when serializing the object; otherwise, false. The default is true. + + + + + Gets or sets a value that indicates whether to read extension data when deserializing the object. + + + true to read extension data when deserializing the object; otherwise, false. The default is true. + + + + + Initializes a new instance of the class. + + + + + Instructs the not to serialize the public field or public read/write property value. + + + + + Base class for a table of atomized string objects. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Instructs the how to serialize the object. + + + + + Gets or sets the member serialization. + + The member serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified member serialization. + + The member serialization. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to always serialize the member with the specified name. + + + + + Gets or sets the type used when serializing the property's collection items. + + The collection's items type. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the null value handling used when serializing this property. + + The null value handling. + + + + Gets or sets the default value handling used when serializing this property. + + The default value handling. + + + + Gets or sets the reference loop handling used when serializing this property. + + The reference loop handling. + + + + Gets or sets the object creation handling used when deserializing this property. + + The object creation handling. + + + + Gets or sets the type name handling used when serializing this property. + + The type name handling. + + + + Gets or sets whether this property's value is serialized as a reference. + + Whether this property's value is serialized as a reference. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets a value indicating whether this property is required. + + + A value indicating whether this property is required. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified name. + + Name of the property. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously skips the children of the current token. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Specifies the state of the reader. + + + + + A read method has not been called. + + + + + The end of the file has been reached successfully. + + + + + Reader is at a property. + + + + + Reader is at the start of an object. + + + + + Reader is in an object. + + + + + Reader is at the start of an array. + + + + + Reader is in an array. + + + + + The method has been called. + + + + + Reader has just read a value. + + + + + Reader is at the start of a constructor. + + + + + Reader is in a constructor. + + + + + An error occurred that prevents the read operation from continuing. + + + + + The end of the file has been reached successfully. + + + + + Gets the current reader state. + + The current reader state. + + + + Gets or sets a value indicating whether the source should be closed when this reader is closed. + + + true to close the source when this reader is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether multiple pieces of JSON content can + be read from a continuous stream without erroring. + + + true to support reading multiple pieces of JSON content; otherwise false. + The default is false. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + Gets or sets how time zones are handled when reading JSON. + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Gets or sets how custom date formatted strings are parsed when reading JSON. + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets the type of the current JSON token. + + + + + Gets the text value of the current JSON token. + + + + + Gets the .NET type for the current JSON token. + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets or sets the culture used when reading JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Reads the next JSON token from the source. + + true if the next token was read successfully; false if there are no more tokens to read. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Skips the children of the current token. + + + + + Sets the current token. + + The new token. + + + + Sets the current token and value. + + The new token. + The value. + + + + Sets the current token and value. + + The new token. + The value. + A flag indicating whether the position index inside an array should be updated. + + + + Sets the state based on current token type. + + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Changes the reader's state to . + If is set to true, the source is also closed. + + + + + The exception thrown when an error occurs while reading JSON text. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to always serialize the member, and to require that the member has a value. + + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Serializes and deserializes objects into and from the JSON format. + The enables you to control how objects are encoded into JSON. + + + + + Occurs when the errors during serialization and deserialization. + + + + + Gets or sets the used by the serializer when resolving references. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + + + + Gets or sets how reference loops (e.g. a class referencing itself) is handled. + The default value is . + + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets a collection that will be used during serialization. + + Collection that will be used during serialization. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets a value indicating whether there will be a check for additional JSON content after deserializing an object. + The default value is false. + + + true if there will be a check for additional JSON content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Creates a new instance. + The will not use default settings + from . + + + A new instance. + The will not use default settings + from . + + + + + Creates a new instance using the specified . + The will not use default settings + from . + + The settings to be applied to the . + + A new instance using the specified . + The will not use default settings + from . + + + + + Creates a new instance. + The will use default settings + from . + + + A new instance. + The will use default settings + from . + + + + + Creates a new instance using the specified . + The will use default settings + from as well as the specified . + + The settings to be applied to the . + + A new instance using the specified . + The will use default settings + from as well as the specified . + + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Deserializes the JSON structure contained by the specified . + + The that contains the JSON structure to deserialize. + The being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The type of the object to deserialize. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is Auto to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Specifies the settings on a object. + + + + + Gets or sets how reference loops (e.g. a class referencing itself) are handled. + The default value is . + + Reference loop handling. + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + Missing member handling. + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + Null value handling. + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + The default value handling. + + + + Gets or sets a collection that will be used during serialization. + + The converters. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + The preserve references handling. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + The type name handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + The contract resolver. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets the used by the serializer when resolving references. + + The reference resolver. + + + + Gets or sets a function that creates the used by the serializer when resolving references. + + A function that creates the used by the serializer when resolving references. + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the error handler called during serialization and deserialization. + + The error handler called during serialization and deserialization. + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets a value indicating whether there will be a check for additional content after deserializing an object. + The default value is false. + + + true if there will be a check for additional content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + using values copied from the passed in . + + + + + Represents a reader that provides fast, non-cached, forward-only access to JSON text data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Initializes a new instance of the class with the specified . + + The containing the JSON data to read. + + + + Gets or sets the reader's property name table. + + + + + Gets or sets the reader's character buffer pool. + + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + + The current line number or 0 if no line information is available (for example, returns false). + + + + + Gets the current line position. + + + The current line position or 0 if no line information is available (for example, returns false). + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Gets or sets the writer's character array pool. + + + + + Gets or sets how many s to write for each level in the hierarchy when is set to . + + + + + Gets or sets which character to use to quote attribute values. + + + + + Gets or sets which character to use for indenting when is set to . + + + + + Gets or sets a value indicating whether object names will be surrounded with quotes. + + + + + Initializes a new instance of the class using the specified . + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying . + + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the specified end token. + + The end token to write. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Specifies the type of JSON token. + + + + + This is returned by the if a read method has not been called. + + + + + An object start token. + + + + + An array start token. + + + + + A constructor start token. + + + + + An object property name. + + + + + A comment. + + + + + Raw JSON. + + + + + An integer. + + + + + A float. + + + + + A string. + + + + + A boolean. + + + + + A null token. + + + + + An undefined token. + + + + + An object end token. + + + + + An array end token. + + + + + A constructor end token. + + + + + A Date. + + + + + Byte data. + + + + + + Represents a reader that provides validation. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Sets an event handler for receiving schema validation errors. + + + + + Gets the text value of the current JSON token. + + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + + Gets the type of the current JSON token. + + + + + + Gets the .NET type for the current JSON token. + + + + + + Initializes a new instance of the class that + validates the content returned from the given . + + The to read from while validating. + + + + Gets or sets the schema. + + The schema. + + + + Gets the used to construct this . + + The specified in the constructor. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a []. + + + A [] or null if the next JSON token is null. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously ets the state of the . + + The being written. + The value being written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Gets or sets a value indicating whether the destination should be closed when this writer is closed. + + + true to close the destination when this writer is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether the JSON should be auto-completed when this writer is closed. + + + true to auto-complete the JSON when this writer is closed; otherwise false. The default is true. + + + + + Gets the top. + + The top. + + + + Gets the state of the writer. + + + + + Gets the path of the writer. + + + + + Gets or sets a value indicating how JSON text output should be formatted. + + + + + Gets or sets how dates are written to JSON text. + + + + + Gets or sets how time zones are handled when writing JSON text. + + + + + Gets or sets how strings are escaped when writing JSON text. + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written to JSON text. + + + + + Gets or sets how and values are formatted when writing JSON text. + + + + + Gets or sets the culture used when writing JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the destination and also flushes the destination. + + + + + Closes this writer. + If is set to true, the destination is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the end of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the end of an array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end constructor. + + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes the end of the current JSON object or array. + + + + + Writes the current token and its children. + + The to read the token from. + + + + Writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + + + + Writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + + + + Writes the token. + + The to write. + + + + Writes the specified end token. + + The end token to write. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON without changing the writer's state. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Sets the state of the . + + The being written. + The value being written. + + + + The exception thrown when an error occurs while writing JSON text. + + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Specifies how JSON comments are handled when loading JSON. + + + + + Ignore comments. + + + + + Load comments as a with type . + + + + + Specifies how duplicate property names are handled when loading JSON. + + + + + Replace the existing value when there is a duplicate property. The value of the last property in the JSON object will be used. + + + + + Ignore the new value when there is a duplicate property. The value of the first property in the JSON object will be used. + + + + + Throw a when a duplicate property is encountered. + + + + + Contains the LINQ to JSON extension methods. + + + + + Returns a collection of tokens that contains the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the descendants of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, and the descendants of every token in the source collection. + + + + Returns a collection of child properties of every object in the source collection. + + An of that contains the source collection. + An of that contains the properties of every object in the source collection. + + + + Returns a collection of child values of every object in the source collection with the given key. + + An of that contains the source collection. + The token key. + An of that contains the values of every token in the source collection with the given key. + + + + Returns a collection of child values of every object in the source collection. + + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child values of every object in the source collection with the given key. + + The type to convert the values to. + An of that contains the source collection. + The token key. + An that contains the converted values of every token in the source collection with the given key. + + + + Returns a collection of converted child values of every object in the source collection. + + The type to convert the values to. + An of that contains the source collection. + An that contains the converted values of every token in the source collection. + + + + Converts the value. + + The type to convert the value to. + A cast as a of . + A converted value. + + + + Converts the value. + + The source collection type. + The type to convert the value to. + A cast as a of . + A converted value. + + + + Returns a collection of child tokens of every array in the source collection. + + The source collection type. + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child tokens of every array in the source collection. + + An of that contains the source collection. + The type to convert the values to. + The source collection type. + An that contains the converted values of every token in the source collection. + + + + Returns the input typed as . + + An of that contains the source collection. + The input typed as . + + + + Returns the input typed as . + + The source collection type. + An of that contains the source collection. + The input typed as . + + + + Represents a collection of objects. + + The type of token. + + + + Gets the of with the specified key. + + + + + + Represents a JSON array. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Loads an from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads an from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the at the specified index. + + + + + + Determines the index of a specific item in the . + + The object to locate in the . + + The index of if found in the list; otherwise, -1. + + + + + Inserts an item to the at the specified index. + + The zero-based index at which should be inserted. + The object to insert into the . + + is not a valid index in the . + + + + + Removes the item at the specified index. + + The zero-based index of the item to remove. + + is not a valid index in the . + + + + + Returns an enumerator that iterates through the collection. + + + A of that can be used to iterate through the collection. + + + + + Adds an item to the . + + The object to add to the . + + + + Removes all items from the . + + + + + Determines whether the contains a specific value. + + The object to locate in the . + + true if is found in the ; otherwise, false. + + + + + Copies the elements of the to an array, starting at a particular array index. + + The array. + Index of the array. + + + + Gets a value indicating whether the is read-only. + + true if the is read-only; otherwise, false. + + + + Removes the first occurrence of a specific object from the . + + The object to remove from the . + + true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . + + + + + Represents a JSON constructor. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets or sets the name of this constructor. + + The constructor name. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name. + + The constructor name. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a token that can contain other tokens. + + + + + Occurs when the list changes or an item in the list changes. + + + + + Occurs before an item is added to the collection. + + + + + Occurs when the items list of the collection has changed, or the collection is reset. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Get the first child token of this token. + + + A containing the first child token of the . + + + + + Get the last child token of this token. + + + A containing the last child token of the . + + + + + Returns a collection of the child tokens of this token, in document order. + + + An of containing the child tokens of this , in document order. + + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + + A containing the child values of this , in document order. + + + + + Returns a collection of the descendant tokens for this token in document order. + + An of containing the descendant tokens of the . + + + + Returns a collection of the tokens that contain this token, and all descendant tokens of this token, in document order. + + An of containing this token, and all the descendant tokens of the . + + + + Adds the specified content as children of this . + + The content to be added. + + + + Adds the specified content as the first children of this . + + The content to be added. + + + + Creates a that can be used to add tokens to the . + + A that is ready to have content written to it. + + + + Replaces the child nodes of this token with the specified content. + + The content. + + + + Removes the child nodes from this token. + + + + + Merge the specified content into this . + + The content to be merged. + + + + Merge the specified content into this using . + + The content to be merged. + The used to merge the content. + + + + Gets the count of child JSON tokens. + + The count of child JSON tokens. + + + + Represents a collection of objects. + + The type of token. + + + + An empty collection of objects. + + + + + Initializes a new instance of the struct. + + The enumerable. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Gets the of with the specified key. + + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Represents a JSON object. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Occurs when a property value changes. + + + + + Occurs when a property value is changing. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Gets the node type for this . + + The type. + + + + Gets an of of this object's properties. + + An of of this object's properties. + + + + Gets a with the specified name. + + The property name. + A with the specified name or null. + + + + Gets the with the specified name. + The exact name will be searched for first and if no matching property is found then + the will be used to match a property. + + The property name. + One of the enumeration values that specifies how the strings will be compared. + A matched with the specified name or null. + + + + Gets a of of this object's property values. + + A of of this object's property values. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the with the specified property name. + + + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified property name. + + Name of the property. + The with the specified property name. + + + + Gets the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + One of the enumeration values that specifies how the strings will be compared. + The with the specified property name. + + + + Tries to get the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + The value. + One of the enumeration values that specifies how the strings will be compared. + true if a value was successfully retrieved; otherwise, false. + + + + Adds the specified property name. + + Name of the property. + The value. + + + + Determines whether the JSON object has the specified property name. + + Name of the property. + true if the JSON object has the specified property name; otherwise, false. + + + + Removes the property with the specified name. + + Name of the property. + true if item was successfully removed; otherwise, false. + + + + Tries to get the with the specified property name. + + Name of the property. + The value. + true if a value was successfully retrieved; otherwise, false. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Represents a JSON property. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the property name. + + The property name. + + + + Gets or sets the property value. + + The property value. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a view of a . + + + + + Initializes a new instance of the class. + + The name. + + + + When overridden in a derived class, returns whether resetting an object changes its value. + + + true if resetting the component changes its value; otherwise, false. + + The component to test for reset capability. + + + + When overridden in a derived class, gets the current value of the property on a component. + + + The value of a property for a given component. + + The component with the property for which to retrieve the value. + + + + When overridden in a derived class, resets the value for this property of the component to the default value. + + The component with the property value that is to be reset to the default value. + + + + When overridden in a derived class, sets the value of the component to a different value. + + The component with the property value that is to be set. + The new value. + + + + When overridden in a derived class, determines a value indicating whether the value of this property needs to be persisted. + + + true if the property should be persisted; otherwise, false. + + The component with the property to be examined for persistence. + + + + When overridden in a derived class, gets the type of the component this property is bound to. + + + A that represents the type of component this property is bound to. + When the or + + methods are invoked, the object specified might be an instance of this type. + + + + + When overridden in a derived class, gets a value indicating whether this property is read-only. + + + true if the property is read-only; otherwise, false. + + + + + When overridden in a derived class, gets the type of the property. + + + A that represents the type of the property. + + + + + Gets the hash code for the name of the member. + + + + The hash code for the name of the member. + + + + + Represents a raw JSON string. + + + + + Asynchronously creates an instance of with the content of the reader's current token. + + The reader. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns an instance of with the content of the reader's current token. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class. + + The raw json. + + + + Creates an instance of with the content of the reader's current token. + + The reader. + An instance of with the content of the reader's current token. + + + + Specifies the settings used when cloning JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets a flag that indicates whether to copy annotations when cloning a . + The default value is true. + + + A flag that indicates whether to copy annotations when cloning a . + + + + + Specifies the settings used when loading JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets how JSON comments are handled when loading JSON. + The default value is . + + The JSON comment handling. + + + + Gets or sets how JSON line info is handled when loading JSON. + The default value is . + + The JSON line info handling. + + + + Gets or sets how duplicate property names in JSON objects are handled when loading JSON. + The default value is . + + The JSON duplicate property name handling. + + + + Specifies the settings used when merging JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets the method used when merging JSON arrays. + + The method used when merging JSON arrays. + + + + Gets or sets how null value properties are merged. + + How null value properties are merged. + + + + Gets or sets the comparison used to match property names while merging. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + The comparison used to match property names while merging. + + + + Specifies the settings used when selecting JSON. + + + + + Gets or sets a timeout that will be used when executing regular expressions. + + The timeout that will be used when executing regular expressions. + + + + Gets or sets a flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + A flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + + + Represents an abstract JSON token. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Writes this token to a asynchronously. + + A into which this method will write. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Gets a comparer that can compare two tokens for value equality. + + A that can compare two nodes for value equality. + + + + Gets or sets the parent. + + The parent. + + + + Gets the root of this . + + The root of this . + + + + Gets the node type for this . + + The type. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Compares the values of two tokens, including the values of all descendant tokens. + + The first to compare. + The second to compare. + true if the tokens are equal; otherwise false. + + + + Gets the next sibling token of this node. + + The that contains the next sibling token. + + + + Gets the previous sibling token of this node. + + The that contains the previous sibling token. + + + + Gets the path of the JSON token. + + + + + Adds the specified content immediately after this token. + + A content object that contains simple content or a collection of content objects to be added after this token. + + + + Adds the specified content immediately before this token. + + A content object that contains simple content or a collection of content objects to be added before this token. + + + + Returns a collection of the ancestor tokens of this token. + + A collection of the ancestor tokens of this token. + + + + Returns a collection of tokens that contain this token, and the ancestors of this token. + + A collection of tokens that contain this token, and the ancestors of this token. + + + + Returns a collection of the sibling tokens after this token, in document order. + + A collection of the sibling tokens after this tokens, in document order. + + + + Returns a collection of the sibling tokens before this token, in document order. + + A collection of the sibling tokens before this token, in document order. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets the with the specified key converted to the specified type. + + The type to convert the token to. + The token key. + The converted token value. + + + + Get the first child token of this token. + + A containing the first child token of the . + + + + Get the last child token of this token. + + A containing the last child token of the . + + + + Returns a collection of the child tokens of this token, in document order. + + An of containing the child tokens of this , in document order. + + + + Returns a collection of the child tokens of this token, in document order, filtered by the specified type. + + The type to filter the child tokens on. + A containing the child tokens of this , in document order. + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + A containing the child values of this , in document order. + + + + Removes this token from its parent. + + + + + Replaces this token with the specified token. + + The value. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Returns the indented JSON for this token. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + The indented JSON for this token. + + + + + Returns the JSON for this token using the given formatting and converters. + + Indicates how the output should be formatted. + A collection of s which will be used when writing the token. + The JSON for this token using the given formatting and converters. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to []. + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from [] to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Creates a for this token. + + A that can be used to read this token and its descendants. + + + + Creates a from an object. + + The object that will be used to create . + A with the value of the specified object. + + + + Creates a from an object using the specified . + + The object that will be used to create . + The that will be used when reading the object. + A with the value of the specified object. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + Creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A , or null. + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + A . + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + The used to select tokens. + A . + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + The used to select tokens. + An of that contains the selected elements. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A new instance of the . + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A object to configure cloning settings. + A new instance of the . + + + + Adds an object to the annotation list of this . + + The annotation to add. + + + + Get the first annotation object of the specified type from this . + + The type of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets the first annotation object of the specified type from this . + + The of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets a collection of annotations of the specified type for this . + + The type of the annotations to retrieve. + An that contains the annotations for this . + + + + Gets a collection of annotations of the specified type for this . + + The of the annotations to retrieve. + An of that contains the annotations that match the specified type for this . + + + + Removes the annotations of the specified type from this . + + The type of annotations to remove. + + + + Removes the annotations of the specified type from this . + + The of annotations to remove. + + + + Compares tokens to determine whether they are equal. + + + + + Determines whether the specified objects are equal. + + The first object of type to compare. + The second object of type to compare. + + true if the specified objects are equal; otherwise, false. + + + + + Returns a hash code for the specified object. + + The for which a hash code is to be returned. + A hash code for the specified object. + The type of is a reference type and is null. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Gets the at the reader's current position. + + + + + Initializes a new instance of the class. + + The token to read from. + + + + Initializes a new instance of the class. + + The token to read from. + The initial path of the token. It is prepended to the returned . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Gets the path of the current JSON token. + + + + + Specifies the type of token. + + + + + No token type has been set. + + + + + A JSON object. + + + + + A JSON array. + + + + + A JSON constructor. + + + + + A JSON object property. + + + + + A comment. + + + + + An integer value. + + + + + A float value. + + + + + A string value. + + + + + A boolean value. + + + + + A null value. + + + + + An undefined value. + + + + + A date value. + + + + + A raw JSON value. + + + + + A collection of bytes value. + + + + + A Guid value. + + + + + A Uri value. + + + + + A TimeSpan value. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets the at the writer's current position. + + + + + Gets the token being written. + + The token being written. + + + + Initializes a new instance of the class writing to the given . + + The container being written to. + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the underlying . + + + + + Closes this writer. + If is set to true, the JSON is auto-completed. + + + Setting to true has no additional effect, since the underlying is a type that cannot be closed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end. + + The token. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes a value. + An error will be raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Represents a value in JSON (string, integer, date, etc). + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Creates a comment with the given value. + + The value. + A comment with the given value. + + + + Creates a string with the given value. + + The value. + A string with the given value. + + + + Creates a null value. + + A null value. + + + + Creates a undefined value. + + A undefined value. + + + + Gets the node type for this . + + The type. + + + + Gets or sets the underlying token value. + + The underlying token value. + + + + Writes this token to a . + + A into which this method will write. + A collection of s which will be used when writing the token. + + + + Indicates whether the current object is equal to another object of the same type. + + + true if the current object is equal to the parameter; otherwise, false. + + An object to compare with this object. + + + + Determines whether the specified is equal to the current . + + The to compare with the current . + + true if the specified is equal to the current ; otherwise, false. + + + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + + + + Returns a that represents this instance. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format provider. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + The format provider. + + A that represents this instance. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object. + + An object to compare with this instance. + + A 32-bit signed integer that indicates the relative order of the objects being compared. The return value has these meanings: + Value + Meaning + Less than zero + This instance is less than . + Zero + This instance is equal to . + Greater than zero + This instance is greater than . + + + is not of the same type as this instance. + + + + + Specifies how line information is handled when loading JSON. + + + + + Ignore line information. + + + + + Load line information. + + + + + Specifies how JSON arrays are merged together. + + + + Concatenate arrays. + + + Union arrays, skipping items that already exist. + + + Replace all array items. + + + Merge array items together, matched by index. + + + + Specifies how null value properties are merged. + + + + + The content's null value properties will be ignored during merging. + + + + + The content's null value properties will be merged. + + + + + Specifies the member serialization options for the . + + + + + All public members are serialized by default. Members can be excluded using or . + This is the default member serialization mode. + + + + + Only members marked with or are serialized. + This member serialization mode can also be set by marking the class with . + + + + + All public and private fields are serialized. Members can be excluded using or . + This member serialization mode can also be set by marking the class with + and setting IgnoreSerializableAttribute on to false. + + + + + Specifies metadata property handling options for the . + + + + + Read metadata properties located at the start of a JSON object. + + + + + Read metadata properties located anywhere in a JSON object. Note that this setting will impact performance. + + + + + Do not try to read metadata properties. + + + + + Specifies missing member handling options for the . + + + + + Ignore a missing member and do not attempt to deserialize it. + + + + + Throw a when a missing member is encountered during deserialization. + + + + + Specifies null value handling options for the . + + + + + + + + + Include null values when serializing and deserializing objects. + + + + + Ignore null values when serializing and deserializing objects. + + + + + Specifies how object creation is handled by the . + + + + + Reuse existing objects, create new objects when needed. + + + + + Only reuse existing objects. + + + + + Always create new objects. + + + + + Specifies reference handling options for the . + Note that references cannot be preserved when a value is set via a non-default constructor such as types that implement . + + + + + + + + Do not preserve references when serializing types. + + + + + Preserve references when serializing into a JSON object structure. + + + + + Preserve references when serializing into a JSON array structure. + + + + + Preserve references when serializing. + + + + + Specifies reference loop handling options for the . + + + + + Throw a when a loop is encountered. + + + + + Ignore loop references and do not serialize. + + + + + Serialize loop references. + + + + + Indicating whether a property is required. + + + + + The property is not required. The default state. + + + + + The property must be defined in JSON but can be a null value. + + + + + The property must be defined in JSON and cannot be a null value. + + + + + The property is not required but it cannot be a null value. + + + + + + Contains the JSON schema extension methods. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + true if the specified is valid; otherwise, false. + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + When this method returns, contains any error messages generated while validating. + + true if the specified is valid; otherwise, false. + + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + The validation event handler. + + + + + An in-memory representation of a JSON Schema. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the id. + + + + + Gets or sets the title. + + + + + Gets or sets whether the object is required. + + + + + Gets or sets whether the object is read-only. + + + + + Gets or sets whether the object is visible to users. + + + + + Gets or sets whether the object is transient. + + + + + Gets or sets the description of the object. + + + + + Gets or sets the types of values allowed by the object. + + The type. + + + + Gets or sets the pattern. + + The pattern. + + + + Gets or sets the minimum length. + + The minimum length. + + + + Gets or sets the maximum length. + + The maximum length. + + + + Gets or sets a number that the value should be divisible by. + + A number that the value should be divisible by. + + + + Gets or sets the minimum. + + The minimum. + + + + Gets or sets the maximum. + + The maximum. + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the minimum attribute (). + + A flag indicating whether the value can not equal the number defined by the minimum attribute (). + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the maximum attribute (). + + A flag indicating whether the value can not equal the number defined by the maximum attribute (). + + + + Gets or sets the minimum number of items. + + The minimum number of items. + + + + Gets or sets the maximum number of items. + + The maximum number of items. + + + + Gets or sets the of items. + + The of items. + + + + Gets or sets a value indicating whether items in an array are validated using the instance at their array position from . + + + true if items are validated using their array position; otherwise, false. + + + + + Gets or sets the of additional items. + + The of additional items. + + + + Gets or sets a value indicating whether additional items are allowed. + + + true if additional items are allowed; otherwise, false. + + + + + Gets or sets whether the array items must be unique. + + + + + Gets or sets the of properties. + + The of properties. + + + + Gets or sets the of additional properties. + + The of additional properties. + + + + Gets or sets the pattern properties. + + The pattern properties. + + + + Gets or sets a value indicating whether additional properties are allowed. + + + true if additional properties are allowed; otherwise, false. + + + + + Gets or sets the required property if this property is present. + + The required property if this property is present. + + + + Gets or sets the a collection of valid enum values allowed. + + A collection of valid enum values allowed. + + + + Gets or sets disallowed types. + + The disallowed types. + + + + Gets or sets the default value. + + The default value. + + + + Gets or sets the collection of that this schema extends. + + The collection of that this schema extends. + + + + Gets or sets the format. + + The format. + + + + Initializes a new instance of the class. + + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The object representing the JSON Schema. + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The to use when resolving schema references. + The object representing the JSON Schema. + + + + Load a from a string that contains JSON Schema. + + A that contains JSON Schema. + A populated from the string that contains JSON Schema. + + + + Load a from a string that contains JSON Schema using the specified . + + A that contains JSON Schema. + The resolver. + A populated from the string that contains JSON Schema. + + + + Writes this schema to a . + + A into which this method will write. + + + + Writes this schema to a using the specified . + + A into which this method will write. + The resolver used. + + + + Returns a that represents the current . + + + A that represents the current . + + + + + + Returns detailed information about the schema exception. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + + Generates a from a specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets how undefined schemas are handled by the serializer. + + + + + Gets or sets the contract resolver. + + The contract resolver. + + + + Generate a from the specified type. + + The type to generate a from. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + + Resolves from an id. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the loaded schemas. + + The loaded schemas. + + + + Initializes a new instance of the class. + + + + + Gets a for the specified reference. + + The id. + A for the specified reference. + + + + + The value types allowed by the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + No type specified. + + + + + String type. + + + + + Float type. + + + + + Integer type. + + + + + Boolean type. + + + + + Object type. + + + + + Array type. + + + + + Null type. + + + + + Any type. + + + + + + Specifies undefined schema Id handling options for the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Do not infer a schema Id. + + + + + Use the .NET type name as the schema Id. + + + + + Use the assembly qualified .NET type name as the schema Id. + + + + + + Returns detailed information related to the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the associated with the validation error. + + The JsonSchemaException associated with the validation error. + + + + Gets the path of the JSON location where the validation error occurred. + + The path of the JSON location where the validation error occurred. + + + + Gets the text description corresponding to the validation error. + + The text description. + + + + + Represents the callback method that will handle JSON schema validation events and the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + A camel case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Resolves member mappings for a type, camel casing property names. + + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used by to resolve a for a given . + + + + + Gets a value indicating whether members are being get and set using dynamic code generation. + This value is determined by the runtime permissions available. + + + true if using dynamic code generation; otherwise, false. + + + + + Gets or sets the default members search flags. + + The default members search flags. + + + + Gets or sets a value indicating whether compiler generated members should be serialized. + + + true if serialized compiler generated members; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the interface when serializing and deserializing types. + + + true if the interface will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the attribute when serializing and deserializing types. + + + true if the attribute will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore IsSpecified members when serializing and deserializing types. + + + true if the IsSpecified members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore ShouldSerialize members when serializing and deserializing types. + + + true if the ShouldSerialize members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets the naming strategy used to resolve how property names and dictionary keys are serialized. + + The naming strategy used to resolve how property names and dictionary keys are serialized. + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Gets the serializable members for the type. + + The type to get serializable members for. + The serializable members for the type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates the constructor parameters. + + The constructor to create properties for. + The type's member properties. + Properties for the given . + + + + Creates a for the given . + + The matching member property. + The constructor parameter. + A created for the given . + + + + Resolves the default for the contract. + + Type of the object. + The contract's default . + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Determines which contract type is created for the given type. + + Type of the object. + A for the given type. + + + + Creates properties for the given . + + The type to create properties for. + /// The member serialization mode for the type. + Properties for the given . + + + + Creates the used by the serializer to get and set values from a member. + + The member. + The used by the serializer to get and set values from a member. + + + + Creates a for the given . + + The member's parent . + The member to create a for. + A created for the given . + + + + Resolves the name of the property. + + Name of the property. + Resolved name of the property. + + + + Resolves the name of the extension data. By default no changes are made to extension data names. + + Name of the extension data. + Resolved name of the extension data. + + + + Resolves the key of the dictionary. By default is used to resolve dictionary keys. + + Key of the dictionary. + Resolved key of the dictionary. + + + + Gets the resolved name of the property. + + Name of the property. + Name of the property. + + + + The default naming strategy. Property names and dictionary keys are unchanged. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + The default serialization binder used when resolving and loading classes from type names. + + + + + Initializes a new instance of the class. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + The type of the object the formatter creates a new instance of. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer that writes to the application's instances. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides information surrounding an error. + + + + + Gets the error. + + The error. + + + + Gets the original object that caused the error. + + The original object that caused the error. + + + + Gets the member that caused the error. + + The member that caused the error. + + + + Gets the path of the JSON location where the error occurred. + + The path of the JSON location where the error occurred. + + + + Gets or sets a value indicating whether this is handled. + + true if handled; otherwise, false. + + + + Provides data for the Error event. + + + + + Gets the current object the error event is being raised against. + + The current object the error event is being raised against. + + + + Gets the error context. + + The error context. + + + + Initializes a new instance of the class. + + The current object. + The error context. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides methods to get attributes. + + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Used by to resolve a for a given . + + + + + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used to resolve references when serializing and deserializing JSON by the . + + + + + Resolves a reference to its object. + + The serialization context. + The reference to resolve. + The object that was resolved from the reference. + + + + Gets the reference for the specified object. + + The serialization context. + The object to get a reference for. + The reference to the object. + + + + Determines whether the specified object is referenced. + + The serialization context. + The object to test for a reference. + + true if the specified object is referenced; otherwise, false. + + + + + Adds a reference to the specified object. + + The serialization context. + The reference. + The object to reference. + + + + Allows users to control class loading and mandate what class to load. + + + + + When implemented, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When implemented, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + The that will be used to filter the trace messages passed to the writer. + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Provides methods to get and set values. + + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Contract details for a used by the . + + + + + Gets the of the collection items. + + The of the collection items. + + + + Gets a value indicating whether the collection type is a multidimensional array. + + true if the collection type is a multidimensional array; otherwise, false. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the collection values. + + true if the creator has a parameter with the collection values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the default collection items . + + The converter. + + + + Gets or sets a value indicating whether the collection items preserve object references. + + true if collection items preserve object references; otherwise, false. + + + + Gets or sets the collection item reference loop handling. + + The reference loop handling. + + + + Gets or sets the collection item type name handling. + + The type name handling. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Handles serialization callback events. + + The object that raised the callback event. + The streaming context. + + + + Handles serialization error callback events. + + The object that raised the callback event. + The streaming context. + The error context. + + + + Sets extension data for an object during deserialization. + + The object to set extension data on. + The extension data key. + The extension data value. + + + + Gets extension data for an object during serialization. + + The object to set extension data on. + + + + Contract details for a used by the . + + + + + Gets the underlying type for the contract. + + The underlying type for the contract. + + + + Gets or sets the type created during deserialization. + + The type created during deserialization. + + + + Gets or sets whether this type contract is serialized as a reference. + + Whether this type contract is serialized as a reference. + + + + Gets or sets the default for this contract. + + The converter. + + + + Gets the internally resolved for the contract's type. + This converter is used as a fallback converter when no other converter is resolved. + Setting will always override this converter. + + + + + Gets or sets all methods called immediately after deserialization of the object. + + The methods called immediately after deserialization of the object. + + + + Gets or sets all methods called during deserialization of the object. + + The methods called during deserialization of the object. + + + + Gets or sets all methods called after serialization of the object graph. + + The methods called after serialization of the object graph. + + + + Gets or sets all methods called before serialization of the object. + + The methods called before serialization of the object. + + + + Gets or sets all method called when an error is thrown during the serialization of the object. + + The methods called when an error is thrown during the serialization of the object. + + + + Gets or sets the default creator method used to create the object. + + The default creator method used to create the object. + + + + Gets or sets a value indicating whether the default creator is non-public. + + true if the default object creator is non-public; otherwise, false. + + + + Contract details for a used by the . + + + + + Gets or sets the dictionary key resolver. + + The dictionary key resolver. + + + + Gets the of the dictionary keys. + + The of the dictionary keys. + + + + Gets the of the dictionary values. + + The of the dictionary values. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the dictionary values. + + true if the creator has a parameter with the dictionary values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets the object's properties. + + The object's properties. + + + + Gets or sets the property name resolver. + + The property name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object constructor. + + The object constructor. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object member serialization. + + The member object serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets the object's properties. + + The object's properties. + + + + Gets a collection of instances that define the parameters used with . + + + + + Gets or sets the function used to create the object. When set this function will override . + This function is called with a collection of arguments which are defined by the collection. + + The function used to create the object. + + + + Gets or sets the extension data setter. + + + + + Gets or sets the extension data getter. + + + + + Gets or sets the extension data value type. + + + + + Gets or sets the extension data name resolver. + + The extension data name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Maps a JSON property to a .NET member or constructor parameter. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the type that declared this property. + + The type that declared this property. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets the name of the underlying member or parameter. + + The name of the underlying member or parameter. + + + + Gets the that will get and set the during serialization. + + The that will get and set the during serialization. + + + + Gets or sets the for this property. + + The for this property. + + + + Gets or sets the type of the property. + + The type of the property. + + + + Gets or sets the for the property. + If set this converter takes precedence over the contract converter for the property type. + + The converter. + + + + Gets or sets the member converter. + + The member converter. + + + + Gets or sets a value indicating whether this is ignored. + + true if ignored; otherwise, false. + + + + Gets or sets a value indicating whether this is readable. + + true if readable; otherwise, false. + + + + Gets or sets a value indicating whether this is writable. + + true if writable; otherwise, false. + + + + Gets or sets a value indicating whether this has a member attribute. + + true if has a member attribute; otherwise, false. + + + + Gets the default value. + + The default value. + + + + Gets or sets a value indicating whether this is required. + + A value indicating whether this is required. + + + + Gets a value indicating whether has a value specified. + + + + + Gets or sets a value indicating whether this property preserves object references. + + + true if this instance is reference; otherwise, false. + + + + + Gets or sets the property null value handling. + + The null value handling. + + + + Gets or sets the property default value handling. + + The default value handling. + + + + Gets or sets the property reference loop handling. + + The reference loop handling. + + + + Gets or sets the property object creation handling. + + The object creation handling. + + + + Gets or sets or sets the type name handling. + + The type name handling. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets a predicate used to determine whether the property should be deserialized. + + A predicate used to determine whether the property should be deserialized. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets an action used to set whether the property has been deserialized. + + An action used to set whether the property has been deserialized. + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Gets or sets the converter used when serializing the property's collection items. + + The collection's items converter. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + A collection of objects. + + + + + Initializes a new instance of the class. + + The type. + + + + When implemented in a derived class, extracts the key from the specified element. + + The element from which to extract the key. + The key for the specified element. + + + + Adds a object. + + The property to add to the collection. + + + + Gets the closest matching object. + First attempts to get an exact case match of and then + a case insensitive match. + + Name of the property. + A matching property if found. + + + + Gets a property by property name. + + The name of the property to get. + Type property name string comparison. + A matching property if found. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Lookup and create an instance of the type described by the argument. + + The type to create. + Optional arguments to pass to an initializing constructor of the JsonConverter. + If null, the default constructor is used. + + + + A kebab case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Represents a trace writer that writes to memory. When the trace message limit is + reached then old trace messages will be removed as new messages are added. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Initializes a new instance of the class. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Returns an enumeration of the most recent trace messages. + + An enumeration of the most recent trace messages. + + + + Returns a of the most recent trace messages. + + + A of the most recent trace messages. + + + + + A base class for resolving how property names and dictionary keys are serialized. + + + + + A flag indicating whether dictionary keys should be processed. + Defaults to false. + + + + + A flag indicating whether extension data names should be processed. + Defaults to false. + + + + + A flag indicating whether explicitly specified property names, + e.g. a property name customized with a , should be processed. + Defaults to false. + + + + + Gets the serialized name for a given property name. + + The initial property name. + A flag indicating whether the property has had a name explicitly specified. + The serialized property name. + + + + Gets the serialized name for a given extension data name. + + The initial extension data name. + The serialized extension data name. + + + + Gets the serialized key for a given dictionary key. + + The initial dictionary key. + The serialized dictionary key. + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Hash code calculation + + + + + + Object equality implementation + + + + + + + Compare to another NamingStrategy + + + + + + + Represents a method that constructs an object. + + The object type to create. + + + + When applied to a method, specifies that the method is called when an error occurs serializing an object. + + + + + Provides methods to get attributes from a , , or . + + + + + Initializes a new instance of the class. + + The instance to get attributes for. This parameter should be a , , or . + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Get and set values for a using reflection. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + A snake case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Specifies how strings are escaped when writing JSON text. + + + + + Only control characters (e.g. newline) are escaped. + + + + + All non-ASCII and control characters (e.g. newline) are escaped. + + + + + HTML (<, >, &, ', ") and control characters (e.g. newline) are escaped. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the LoadWithPartialName method of the class is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The Load method of the class is used to load the assembly. + + + + + Specifies type name handling options for the . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Do not include the .NET type name when serializing types. + + + + + Include the .NET type name when serializing into a JSON object structure. + + + + + Include the .NET type name when serializing into a JSON array structure. + + + + + Always include the .NET type name when serializing. + + + + + Include the .NET type name when the type of the object being serialized is not the same as its declared type. + Note that this doesn't include the root serialized object by default. To include the root object's type name in JSON + you must specify a root type object with + or . + + + + + Determines whether the collection is null or empty. + + The collection. + + true if the collection is null or empty; otherwise, false. + + + + + Adds the elements of the specified collection to the specified generic . + + The list to add to. + The collection of elements to add. + + + + Converts the value to the specified type. If the value is unable to be converted, the + value is checked whether it assignable to the specified type. + + The value to convert. + The culture to use when converting. + The type to convert or cast the value to. + + The converted type. If conversion was unsuccessful, the initial value + is returned if assignable to the target type. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic that returns a result + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Returns a Restrictions object which includes our current restrictions merged + with a restriction limiting our type + + + + + Helper class for serializing immutable collections. + Note that this is used by all builds, even those that don't support immutable collections, in case the DLL is GACed + https://github.com/JamesNK/Newtonsoft.Json/issues/652 + + + + + Gets the type of the typed collection's items. + + The type. + The type of the typed collection's items. + + + + Gets the member's underlying type. + + The member. + The underlying type of the member. + + + + Determines whether the property is an indexed property. + + The property. + + true if the property is an indexed property; otherwise, false. + + + + + Gets the member's value on the object. + + The member. + The target object. + The member's value on the object. + + + + Sets the member's value on the target object. + + The member. + The target. + The value. + + + + Determines whether the specified MemberInfo can be read. + + The MemberInfo to determine whether can be read. + /// if set to true then allow the member to be gotten non-publicly. + + true if the specified MemberInfo can be read; otherwise, false. + + + + + Determines whether the specified MemberInfo can be set. + + The MemberInfo to determine whether can be set. + if set to true then allow the member to be set non-publicly. + if set to true then allow the member to be set if read-only. + + true if the specified MemberInfo can be set; otherwise, false. + + + + + Builds a string. Unlike this class lets you reuse its internal buffer. + + + + + Determines whether the string is all white space. Empty string will return false. + + The string to test whether it is all white space. + + true if the string is all white space; otherwise, false. + + + + + Specifies the state of the . + + + + + An exception has been thrown, which has left the in an invalid state. + You may call the method to put the in the Closed state. + Any other method calls result in an being thrown. + + + + + The method has been called. + + + + + An object is being written. + + + + + An array is being written. + + + + + A constructor is being written. + + + + + A property is being written. + + + + + A write method has not been called. + + + + Specifies that an output will not be null even if the corresponding type allows it. + + + Specifies that when a method returns , the parameter will not be null even if the corresponding type allows it. + + + Initializes the attribute with the specified return value condition. + + The return value condition. If the method returns this value, the associated parameter will not be null. + + + + Gets the return value condition. + + + Specifies that an output may be null even if the corresponding type disallows it. + + + Specifies that null is allowed as an input even if the corresponding type disallows it. + + + + Specifies that the method will not return if the associated Boolean parameter is passed the specified value. + + + + + Initializes a new instance of the class. + + + The condition parameter value. Code after the method will be considered unreachable by diagnostics if the argument to + the associated parameter matches this value. + + + + Gets the condition parameter value. + + + diff --git a/packages/Newtonsoft.Json.13.0.3/lib/net6.0/Newtonsoft.Json.dll b/packages/Newtonsoft.Json.13.0.3/lib/net6.0/Newtonsoft.Json.dll new file mode 100644 index 0000000..d035c38 Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/lib/net6.0/Newtonsoft.Json.dll differ diff --git a/packages/Newtonsoft.Json.13.0.3/lib/net6.0/Newtonsoft.Json.xml b/packages/Newtonsoft.Json.13.0.3/lib/net6.0/Newtonsoft.Json.xml new file mode 100644 index 0000000..6e3a52b --- /dev/null +++ b/packages/Newtonsoft.Json.13.0.3/lib/net6.0/Newtonsoft.Json.xml @@ -0,0 +1,11325 @@ + + + + Newtonsoft.Json + + + + + Represents a BSON Oid (object id). + + + + + Gets or sets the value of the Oid. + + The value of the Oid. + + + + Initializes a new instance of the class. + + The Oid value. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized BSON data. + + + + + Gets or sets a value indicating whether binary data reading should be compatible with incorrect Json.NET 3.5 written binary. + + + true if binary data reading will be compatible with incorrect Json.NET 3.5 written binary; otherwise, false. + + + + + Gets or sets a value indicating whether the root object will be read as a JSON array. + + + true if the root object will be read as a JSON array; otherwise, false. + + + + + Gets or sets the used when reading values from BSON. + + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating BSON data. + + + + + Gets or sets the used when writing values to BSON. + When set to no conversion will occur. + + The used when writing values to BSON. + + + + Initializes a new instance of the class. + + The to write to. + + + + Initializes a new instance of the class. + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying stream. + + + + + Writes the end. + + The token. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes the beginning of a JSON array. + + + + + Writes the beginning of a JSON object. + + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value that represents a BSON object id. + + The Object ID value to write. + + + + Writes a BSON regex. + + The regex pattern. + The regex options. + + + + Specifies how constructors are used when initializing objects during deserialization by the . + + + + + First attempt to use the public default constructor, then fall back to a single parameterized constructor, then to the non-public default constructor. + + + + + Json.NET will use a non-public default constructor before falling back to a parameterized constructor. + + + + + Converts a binary value to and from a base 64 string value. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Creates a custom object. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Creates an object which will then be populated by the serializer. + + Type of the object. + The created object. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Provides a base class for converting a to and from JSON. + + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a F# discriminated union type to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an Entity Framework to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from the ISO 8601 date format (e.g. "2008-04-12T12:53Z"). + + + + + Gets or sets the date time styles used when converting a date to and from JSON. + + The date time styles used when converting a date to and from JSON. + + + + Gets or sets the date time format used when converting a date to and from JSON. + + The date time format used when converting a date to and from JSON. + + + + Gets or sets the culture used when converting a date to and from JSON. + + The culture used when converting a date to and from JSON. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Converts a to and from a JavaScript Date constructor (e.g. new Date(52231943)). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from its name string value. + + + + + Gets or sets a value indicating whether the written enum text should be camel case. + The default value is false. + + true if the written enum text will be camel case; otherwise, false. + + + + Gets or sets the naming strategy used to resolve how enum text is written. + + The naming strategy used to resolve how enum text is written. + + + + Gets or sets a value indicating whether integer values are allowed when serializing and deserializing. + The default value is true. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + true if the written enum text will be camel case; otherwise, false. + + + + Initializes a new instance of the class. + + The naming strategy used to resolve how enum text is written. + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from Unix epoch time + + + + + Gets or sets a value indicating whether the dates before Unix epoch + should converted to and from JSON. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from a string (e.g. "1.2.3.4"). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts XML to and from JSON. + + + + + Gets or sets the name of the root element to insert when deserializing to XML if the JSON structure has produced multiple root elements. + + The name of the deserialized root element. + + + + Gets or sets a value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + true if the array attribute is written to the XML; otherwise, false. + + + + Gets or sets a value indicating whether to write the root JSON object. + + true if the JSON root object is omitted; otherwise, false. + + + + Gets or sets a value indicating whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + true if special characters are encoded; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The calling serializer. + The value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Checks if the is a namespace attribute. + + Attribute name to test. + The attribute name prefix if it has one, otherwise an empty string. + true if attribute name is for a namespace attribute, otherwise false. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Specifies how dates are formatted when writing JSON text. + + + + + Dates are written in the ISO 8601 format, e.g. "2012-03-21T05:40Z". + + + + + Dates are written in the Microsoft JSON format, e.g. "\/Date(1198908717056)\/". + + + + + Specifies how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON text. + + + + + Date formatted strings are not parsed to a date type and are read as strings. + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Specifies how to treat the time value when converting between string and . + + + + + Treat as local time. If the object represents a Coordinated Universal Time (UTC), it is converted to the local time. + + + + + Treat as a UTC. If the object represents a local time, it is converted to a UTC. + + + + + Treat as a local time if a is being converted to a string. + If a string is being converted to , convert to a local time if a time zone is specified. + + + + + Time zone information should be preserved when converting. + + + + + The default JSON name table implementation. + + + + + Initializes a new instance of the class. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Adds the specified string into name table. + + The string to add. + This method is not thread-safe. + The resolved string. + + + + Specifies default value handling options for the . + + + + + + + + + Include members where the member value is the same as the member's default value when serializing objects. + Included members are written to JSON. Has no effect when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + so that it is not written to JSON. + This option will ignore all default values (e.g. null for objects and nullable types; 0 for integers, + decimals and floating point numbers; and false for booleans). The default value ignored can be changed by + placing the on the property. + + + + + Members with a default value but no JSON will be set to their default value when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + and set members to their default value when deserializing. + + + + + Specifies float format handling options when writing special floating point numbers, e.g. , + and with . + + + + + Write special floating point values as strings in JSON, e.g. "NaN", "Infinity", "-Infinity". + + + + + Write special floating point values as symbols in JSON, e.g. NaN, Infinity, -Infinity. + Note that this will produce non-valid JSON. + + + + + Write special floating point values as the property's default value in JSON, e.g. 0.0 for a property, null for a of property. + + + + + Specifies how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Floating point numbers are parsed to . + + + + + Floating point numbers are parsed to . + + + + + Specifies formatting options for the . + + + + + No special formatting is applied. This is the default. + + + + + Causes child objects to be indented according to the and settings. + + + + + Provides an interface for using pooled arrays. + + The array type content. + + + + Rent an array from the pool. This array must be returned when it is no longer needed. + + The minimum required length of the array. The returned array may be longer. + The rented array from the pool. This array must be returned when it is no longer needed. + + + + Return an array to the pool. + + The array that is being returned. + + + + Provides an interface to enable a class to return line and position information. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + The current line number or 0 if no line information is available (for example, when returns false). + + + + Gets the current line position. + + The current line position or 0 if no line information is available (for example, when returns false). + + + + Instructs the how to serialize the collection. + + + + + Gets or sets a value indicating whether null items are allowed in the collection. + + true if null items are allowed in the collection; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with a flag indicating whether the array can contain null items. + + A flag indicating whether the array can contain null items. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to use the specified constructor when deserializing that object. + + + + + Instructs the how to serialize the object. + + + + + Gets or sets the id. + + The id. + + + + Gets or sets the title. + + The title. + + + + Gets or sets the description. + + The description. + + + + Gets or sets the collection's items converter. + + The collection's items converter. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets a value that indicates whether to preserve object references. + + + true to keep object reference; otherwise, false. The default is false. + + + + + Gets or sets a value that indicates whether to preserve collection's items references. + + + true to keep collection's items object references; otherwise, false. The default is false. + + + + + Gets or sets the reference loop handling used when serializing the collection's items. + + The reference loop handling. + + + + Gets or sets the type name handling used when serializing the collection's items. + + The type name handling. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Provides methods for converting between .NET types and JSON types. + + + + + + + + Gets or sets a function that creates default . + Default settings are automatically used by serialization methods on , + and and on . + To serialize without using any default settings create a with + . + + + + + Represents JavaScript's boolean value true as a string. This field is read-only. + + + + + Represents JavaScript's boolean value false as a string. This field is read-only. + + + + + Represents JavaScript's null as a string. This field is read-only. + + + + + Represents JavaScript's undefined as a string. This field is read-only. + + + + + Represents JavaScript's positive infinity as a string. This field is read-only. + + + + + Represents JavaScript's negative infinity as a string. This field is read-only. + + + + + Represents JavaScript's NaN as a string. This field is read-only. + + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + The time zone handling when the date is converted to a string. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + The string escape handling. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Serializes the specified object to a JSON string. + + The object to serialize. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting. + + The object to serialize. + Indicates how the output should be formatted. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a collection of . + + The object to serialize. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting and a collection of . + + The object to serialize. + Indicates how the output should be formatted. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Deserializes the JSON to a .NET object. + + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to a .NET object using . + + The JSON to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The JSON to deserialize. + The of object being deserialized. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The type of the object to deserialize to. + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the given anonymous type. + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the given anonymous type using . + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The type of the object to deserialize to. + The JSON to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The type of the object to deserialize to. + The object to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The JSON to deserialize. + The type of the object to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The JSON to deserialize. + The type of the object to deserialize to. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Populates the object with values from the JSON string. + + The JSON to populate values from. + The target object to populate values onto. + + + + Populates the object with values from the JSON string using . + + The JSON to populate values from. + The target object to populate values onto. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + + + + Serializes the to a JSON string. + + The node to serialize. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to serialize. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Serializes the to a JSON string. + + The node to convert to JSON. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to convert to JSON. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Converts an object to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can read JSON. + + true if this can read JSON; otherwise, false. + + + + Gets a value indicating whether this can write JSON. + + true if this can write JSON; otherwise, false. + + + + Converts an object to and from JSON. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. If there is no existing value then null will be used. + The existing value has a value. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Instructs the to use the specified when serializing the member or class. + + + + + Gets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + + + + + Initializes a new instance of the class. + + Type of the . + + + + Initializes a new instance of the class. + + Type of the . + Parameter list to use when constructing the . Can be null. + + + + Represents a collection of . + + + + + Instructs the how to serialize the collection. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Instructs the to deserialize properties with no matching class member into the specified collection + and write values during serialization. + + + + + Gets or sets a value that indicates whether to write extension data when serializing the object. + + + true to write extension data when serializing the object; otherwise, false. The default is true. + + + + + Gets or sets a value that indicates whether to read extension data when deserializing the object. + + + true to read extension data when deserializing the object; otherwise, false. The default is true. + + + + + Initializes a new instance of the class. + + + + + Instructs the not to serialize the public field or public read/write property value. + + + + + Base class for a table of atomized string objects. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Instructs the how to serialize the object. + + + + + Gets or sets the member serialization. + + The member serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified member serialization. + + The member serialization. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to always serialize the member with the specified name. + + + + + Gets or sets the type used when serializing the property's collection items. + + The collection's items type. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the null value handling used when serializing this property. + + The null value handling. + + + + Gets or sets the default value handling used when serializing this property. + + The default value handling. + + + + Gets or sets the reference loop handling used when serializing this property. + + The reference loop handling. + + + + Gets or sets the object creation handling used when deserializing this property. + + The object creation handling. + + + + Gets or sets the type name handling used when serializing this property. + + The type name handling. + + + + Gets or sets whether this property's value is serialized as a reference. + + Whether this property's value is serialized as a reference. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets a value indicating whether this property is required. + + + A value indicating whether this property is required. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified name. + + Name of the property. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously skips the children of the current token. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Specifies the state of the reader. + + + + + A read method has not been called. + + + + + The end of the file has been reached successfully. + + + + + Reader is at a property. + + + + + Reader is at the start of an object. + + + + + Reader is in an object. + + + + + Reader is at the start of an array. + + + + + Reader is in an array. + + + + + The method has been called. + + + + + Reader has just read a value. + + + + + Reader is at the start of a constructor. + + + + + Reader is in a constructor. + + + + + An error occurred that prevents the read operation from continuing. + + + + + The end of the file has been reached successfully. + + + + + Gets the current reader state. + + The current reader state. + + + + Gets or sets a value indicating whether the source should be closed when this reader is closed. + + + true to close the source when this reader is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether multiple pieces of JSON content can + be read from a continuous stream without erroring. + + + true to support reading multiple pieces of JSON content; otherwise false. + The default is false. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + Gets or sets how time zones are handled when reading JSON. + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Gets or sets how custom date formatted strings are parsed when reading JSON. + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets the type of the current JSON token. + + + + + Gets the text value of the current JSON token. + + + + + Gets the .NET type for the current JSON token. + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets or sets the culture used when reading JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Reads the next JSON token from the source. + + true if the next token was read successfully; false if there are no more tokens to read. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Skips the children of the current token. + + + + + Sets the current token. + + The new token. + + + + Sets the current token and value. + + The new token. + The value. + + + + Sets the current token and value. + + The new token. + The value. + A flag indicating whether the position index inside an array should be updated. + + + + Sets the state based on current token type. + + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Changes the reader's state to . + If is set to true, the source is also closed. + + + + + The exception thrown when an error occurs while reading JSON text. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to always serialize the member, and to require that the member has a value. + + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Serializes and deserializes objects into and from the JSON format. + The enables you to control how objects are encoded into JSON. + + + + + Occurs when the errors during serialization and deserialization. + + + + + Gets or sets the used by the serializer when resolving references. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + + + + Gets or sets how reference loops (e.g. a class referencing itself) is handled. + The default value is . + + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets a collection that will be used during serialization. + + Collection that will be used during serialization. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets a value indicating whether there will be a check for additional JSON content after deserializing an object. + The default value is false. + + + true if there will be a check for additional JSON content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Creates a new instance. + The will not use default settings + from . + + + A new instance. + The will not use default settings + from . + + + + + Creates a new instance using the specified . + The will not use default settings + from . + + The settings to be applied to the . + + A new instance using the specified . + The will not use default settings + from . + + + + + Creates a new instance. + The will use default settings + from . + + + A new instance. + The will use default settings + from . + + + + + Creates a new instance using the specified . + The will use default settings + from as well as the specified . + + The settings to be applied to the . + + A new instance using the specified . + The will use default settings + from as well as the specified . + + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Deserializes the JSON structure contained by the specified . + + The that contains the JSON structure to deserialize. + The being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The type of the object to deserialize. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is Auto to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Specifies the settings on a object. + + + + + Gets or sets how reference loops (e.g. a class referencing itself) are handled. + The default value is . + + Reference loop handling. + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + Missing member handling. + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + Null value handling. + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + The default value handling. + + + + Gets or sets a collection that will be used during serialization. + + The converters. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + The preserve references handling. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + The type name handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + The contract resolver. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets the used by the serializer when resolving references. + + The reference resolver. + + + + Gets or sets a function that creates the used by the serializer when resolving references. + + A function that creates the used by the serializer when resolving references. + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the error handler called during serialization and deserialization. + + The error handler called during serialization and deserialization. + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets a value indicating whether there will be a check for additional content after deserializing an object. + The default value is false. + + + true if there will be a check for additional content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + using values copied from the passed in . + + + + + Represents a reader that provides fast, non-cached, forward-only access to JSON text data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Initializes a new instance of the class with the specified . + + The containing the JSON data to read. + + + + Gets or sets the reader's property name table. + + + + + Gets or sets the reader's character buffer pool. + + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + + The current line number or 0 if no line information is available (for example, returns false). + + + + + Gets the current line position. + + + The current line position or 0 if no line information is available (for example, returns false). + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Gets or sets the writer's character array pool. + + + + + Gets or sets how many s to write for each level in the hierarchy when is set to . + + + + + Gets or sets which character to use to quote attribute values. + + + + + Gets or sets which character to use for indenting when is set to . + + + + + Gets or sets a value indicating whether object names will be surrounded with quotes. + + + + + Initializes a new instance of the class using the specified . + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying . + + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the specified end token. + + The end token to write. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Specifies the type of JSON token. + + + + + This is returned by the if a read method has not been called. + + + + + An object start token. + + + + + An array start token. + + + + + A constructor start token. + + + + + An object property name. + + + + + A comment. + + + + + Raw JSON. + + + + + An integer. + + + + + A float. + + + + + A string. + + + + + A boolean. + + + + + A null token. + + + + + An undefined token. + + + + + An object end token. + + + + + An array end token. + + + + + A constructor end token. + + + + + A Date. + + + + + Byte data. + + + + + + Represents a reader that provides validation. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Sets an event handler for receiving schema validation errors. + + + + + Gets the text value of the current JSON token. + + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + + Gets the type of the current JSON token. + + + + + + Gets the .NET type for the current JSON token. + + + + + + Initializes a new instance of the class that + validates the content returned from the given . + + The to read from while validating. + + + + Gets or sets the schema. + + The schema. + + + + Gets the used to construct this . + + The specified in the constructor. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a []. + + + A [] or null if the next JSON token is null. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously ets the state of the . + + The being written. + The value being written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Gets or sets a value indicating whether the destination should be closed when this writer is closed. + + + true to close the destination when this writer is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether the JSON should be auto-completed when this writer is closed. + + + true to auto-complete the JSON when this writer is closed; otherwise false. The default is true. + + + + + Gets the top. + + The top. + + + + Gets the state of the writer. + + + + + Gets the path of the writer. + + + + + Gets or sets a value indicating how JSON text output should be formatted. + + + + + Gets or sets how dates are written to JSON text. + + + + + Gets or sets how time zones are handled when writing JSON text. + + + + + Gets or sets how strings are escaped when writing JSON text. + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written to JSON text. + + + + + Gets or sets how and values are formatted when writing JSON text. + + + + + Gets or sets the culture used when writing JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the destination and also flushes the destination. + + + + + Closes this writer. + If is set to true, the destination is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the end of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the end of an array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end constructor. + + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes the end of the current JSON object or array. + + + + + Writes the current token and its children. + + The to read the token from. + + + + Writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + + + + Writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + + + + Writes the token. + + The to write. + + + + Writes the specified end token. + + The end token to write. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON without changing the writer's state. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Sets the state of the . + + The being written. + The value being written. + + + + The exception thrown when an error occurs while writing JSON text. + + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Specifies how JSON comments are handled when loading JSON. + + + + + Ignore comments. + + + + + Load comments as a with type . + + + + + Specifies how duplicate property names are handled when loading JSON. + + + + + Replace the existing value when there is a duplicate property. The value of the last property in the JSON object will be used. + + + + + Ignore the new value when there is a duplicate property. The value of the first property in the JSON object will be used. + + + + + Throw a when a duplicate property is encountered. + + + + + Contains the LINQ to JSON extension methods. + + + + + Returns a collection of tokens that contains the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the descendants of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, and the descendants of every token in the source collection. + + + + Returns a collection of child properties of every object in the source collection. + + An of that contains the source collection. + An of that contains the properties of every object in the source collection. + + + + Returns a collection of child values of every object in the source collection with the given key. + + An of that contains the source collection. + The token key. + An of that contains the values of every token in the source collection with the given key. + + + + Returns a collection of child values of every object in the source collection. + + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child values of every object in the source collection with the given key. + + The type to convert the values to. + An of that contains the source collection. + The token key. + An that contains the converted values of every token in the source collection with the given key. + + + + Returns a collection of converted child values of every object in the source collection. + + The type to convert the values to. + An of that contains the source collection. + An that contains the converted values of every token in the source collection. + + + + Converts the value. + + The type to convert the value to. + A cast as a of . + A converted value. + + + + Converts the value. + + The source collection type. + The type to convert the value to. + A cast as a of . + A converted value. + + + + Returns a collection of child tokens of every array in the source collection. + + The source collection type. + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child tokens of every array in the source collection. + + An of that contains the source collection. + The type to convert the values to. + The source collection type. + An that contains the converted values of every token in the source collection. + + + + Returns the input typed as . + + An of that contains the source collection. + The input typed as . + + + + Returns the input typed as . + + The source collection type. + An of that contains the source collection. + The input typed as . + + + + Represents a collection of objects. + + The type of token. + + + + Gets the of with the specified key. + + + + + + Represents a JSON array. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Loads an from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads an from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the at the specified index. + + + + + + Determines the index of a specific item in the . + + The object to locate in the . + + The index of if found in the list; otherwise, -1. + + + + + Inserts an item to the at the specified index. + + The zero-based index at which should be inserted. + The object to insert into the . + + is not a valid index in the . + + + + + Removes the item at the specified index. + + The zero-based index of the item to remove. + + is not a valid index in the . + + + + + Returns an enumerator that iterates through the collection. + + + A of that can be used to iterate through the collection. + + + + + Adds an item to the . + + The object to add to the . + + + + Removes all items from the . + + + + + Determines whether the contains a specific value. + + The object to locate in the . + + true if is found in the ; otherwise, false. + + + + + Copies the elements of the to an array, starting at a particular array index. + + The array. + Index of the array. + + + + Gets a value indicating whether the is read-only. + + true if the is read-only; otherwise, false. + + + + Removes the first occurrence of a specific object from the . + + The object to remove from the . + + true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . + + + + + Represents a JSON constructor. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets or sets the name of this constructor. + + The constructor name. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name. + + The constructor name. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a token that can contain other tokens. + + + + + Occurs when the list changes or an item in the list changes. + + + + + Occurs before an item is added to the collection. + + + + + Occurs when the items list of the collection has changed, or the collection is reset. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Get the first child token of this token. + + + A containing the first child token of the . + + + + + Get the last child token of this token. + + + A containing the last child token of the . + + + + + Returns a collection of the child tokens of this token, in document order. + + + An of containing the child tokens of this , in document order. + + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + + A containing the child values of this , in document order. + + + + + Returns a collection of the descendant tokens for this token in document order. + + An of containing the descendant tokens of the . + + + + Returns a collection of the tokens that contain this token, and all descendant tokens of this token, in document order. + + An of containing this token, and all the descendant tokens of the . + + + + Adds the specified content as children of this . + + The content to be added. + + + + Adds the specified content as the first children of this . + + The content to be added. + + + + Creates a that can be used to add tokens to the . + + A that is ready to have content written to it. + + + + Replaces the child nodes of this token with the specified content. + + The content. + + + + Removes the child nodes from this token. + + + + + Merge the specified content into this . + + The content to be merged. + + + + Merge the specified content into this using . + + The content to be merged. + The used to merge the content. + + + + Gets the count of child JSON tokens. + + The count of child JSON tokens. + + + + Represents a collection of objects. + + The type of token. + + + + An empty collection of objects. + + + + + Initializes a new instance of the struct. + + The enumerable. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Gets the of with the specified key. + + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Represents a JSON object. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Occurs when a property value changes. + + + + + Occurs when a property value is changing. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Gets the node type for this . + + The type. + + + + Gets an of of this object's properties. + + An of of this object's properties. + + + + Gets a with the specified name. + + The property name. + A with the specified name or null. + + + + Gets the with the specified name. + The exact name will be searched for first and if no matching property is found then + the will be used to match a property. + + The property name. + One of the enumeration values that specifies how the strings will be compared. + A matched with the specified name or null. + + + + Gets a of of this object's property values. + + A of of this object's property values. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the with the specified property name. + + + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified property name. + + Name of the property. + The with the specified property name. + + + + Gets the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + One of the enumeration values that specifies how the strings will be compared. + The with the specified property name. + + + + Tries to get the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + The value. + One of the enumeration values that specifies how the strings will be compared. + true if a value was successfully retrieved; otherwise, false. + + + + Adds the specified property name. + + Name of the property. + The value. + + + + Determines whether the JSON object has the specified property name. + + Name of the property. + true if the JSON object has the specified property name; otherwise, false. + + + + Removes the property with the specified name. + + Name of the property. + true if item was successfully removed; otherwise, false. + + + + Tries to get the with the specified property name. + + Name of the property. + The value. + true if a value was successfully retrieved; otherwise, false. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Represents a JSON property. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the property name. + + The property name. + + + + Gets or sets the property value. + + The property value. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a view of a . + + + + + Initializes a new instance of the class. + + The name. + + + + When overridden in a derived class, returns whether resetting an object changes its value. + + + true if resetting the component changes its value; otherwise, false. + + The component to test for reset capability. + + + + When overridden in a derived class, gets the current value of the property on a component. + + + The value of a property for a given component. + + The component with the property for which to retrieve the value. + + + + When overridden in a derived class, resets the value for this property of the component to the default value. + + The component with the property value that is to be reset to the default value. + + + + When overridden in a derived class, sets the value of the component to a different value. + + The component with the property value that is to be set. + The new value. + + + + When overridden in a derived class, determines a value indicating whether the value of this property needs to be persisted. + + + true if the property should be persisted; otherwise, false. + + The component with the property to be examined for persistence. + + + + When overridden in a derived class, gets the type of the component this property is bound to. + + + A that represents the type of component this property is bound to. + When the or + + methods are invoked, the object specified might be an instance of this type. + + + + + When overridden in a derived class, gets a value indicating whether this property is read-only. + + + true if the property is read-only; otherwise, false. + + + + + When overridden in a derived class, gets the type of the property. + + + A that represents the type of the property. + + + + + Gets the hash code for the name of the member. + + + + The hash code for the name of the member. + + + + + Represents a raw JSON string. + + + + + Asynchronously creates an instance of with the content of the reader's current token. + + The reader. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns an instance of with the content of the reader's current token. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class. + + The raw json. + + + + Creates an instance of with the content of the reader's current token. + + The reader. + An instance of with the content of the reader's current token. + + + + Specifies the settings used when cloning JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets a flag that indicates whether to copy annotations when cloning a . + The default value is true. + + + A flag that indicates whether to copy annotations when cloning a . + + + + + Specifies the settings used when loading JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets how JSON comments are handled when loading JSON. + The default value is . + + The JSON comment handling. + + + + Gets or sets how JSON line info is handled when loading JSON. + The default value is . + + The JSON line info handling. + + + + Gets or sets how duplicate property names in JSON objects are handled when loading JSON. + The default value is . + + The JSON duplicate property name handling. + + + + Specifies the settings used when merging JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets the method used when merging JSON arrays. + + The method used when merging JSON arrays. + + + + Gets or sets how null value properties are merged. + + How null value properties are merged. + + + + Gets or sets the comparison used to match property names while merging. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + The comparison used to match property names while merging. + + + + Specifies the settings used when selecting JSON. + + + + + Gets or sets a timeout that will be used when executing regular expressions. + + The timeout that will be used when executing regular expressions. + + + + Gets or sets a flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + A flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + + + Represents an abstract JSON token. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Writes this token to a asynchronously. + + A into which this method will write. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Gets a comparer that can compare two tokens for value equality. + + A that can compare two nodes for value equality. + + + + Gets or sets the parent. + + The parent. + + + + Gets the root of this . + + The root of this . + + + + Gets the node type for this . + + The type. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Compares the values of two tokens, including the values of all descendant tokens. + + The first to compare. + The second to compare. + true if the tokens are equal; otherwise false. + + + + Gets the next sibling token of this node. + + The that contains the next sibling token. + + + + Gets the previous sibling token of this node. + + The that contains the previous sibling token. + + + + Gets the path of the JSON token. + + + + + Adds the specified content immediately after this token. + + A content object that contains simple content or a collection of content objects to be added after this token. + + + + Adds the specified content immediately before this token. + + A content object that contains simple content or a collection of content objects to be added before this token. + + + + Returns a collection of the ancestor tokens of this token. + + A collection of the ancestor tokens of this token. + + + + Returns a collection of tokens that contain this token, and the ancestors of this token. + + A collection of tokens that contain this token, and the ancestors of this token. + + + + Returns a collection of the sibling tokens after this token, in document order. + + A collection of the sibling tokens after this tokens, in document order. + + + + Returns a collection of the sibling tokens before this token, in document order. + + A collection of the sibling tokens before this token, in document order. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets the with the specified key converted to the specified type. + + The type to convert the token to. + The token key. + The converted token value. + + + + Get the first child token of this token. + + A containing the first child token of the . + + + + Get the last child token of this token. + + A containing the last child token of the . + + + + Returns a collection of the child tokens of this token, in document order. + + An of containing the child tokens of this , in document order. + + + + Returns a collection of the child tokens of this token, in document order, filtered by the specified type. + + The type to filter the child tokens on. + A containing the child tokens of this , in document order. + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + A containing the child values of this , in document order. + + + + Removes this token from its parent. + + + + + Replaces this token with the specified token. + + The value. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Returns the indented JSON for this token. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + The indented JSON for this token. + + + + + Returns the JSON for this token using the given formatting and converters. + + Indicates how the output should be formatted. + A collection of s which will be used when writing the token. + The JSON for this token using the given formatting and converters. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to []. + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from [] to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Creates a for this token. + + A that can be used to read this token and its descendants. + + + + Creates a from an object. + + The object that will be used to create . + A with the value of the specified object. + + + + Creates a from an object using the specified . + + The object that will be used to create . + The that will be used when reading the object. + A with the value of the specified object. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + Creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A , or null. + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + A . + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + The used to select tokens. + A . + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + The used to select tokens. + An of that contains the selected elements. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A new instance of the . + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A object to configure cloning settings. + A new instance of the . + + + + Adds an object to the annotation list of this . + + The annotation to add. + + + + Get the first annotation object of the specified type from this . + + The type of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets the first annotation object of the specified type from this . + + The of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets a collection of annotations of the specified type for this . + + The type of the annotations to retrieve. + An that contains the annotations for this . + + + + Gets a collection of annotations of the specified type for this . + + The of the annotations to retrieve. + An of that contains the annotations that match the specified type for this . + + + + Removes the annotations of the specified type from this . + + The type of annotations to remove. + + + + Removes the annotations of the specified type from this . + + The of annotations to remove. + + + + Compares tokens to determine whether they are equal. + + + + + Determines whether the specified objects are equal. + + The first object of type to compare. + The second object of type to compare. + + true if the specified objects are equal; otherwise, false. + + + + + Returns a hash code for the specified object. + + The for which a hash code is to be returned. + A hash code for the specified object. + The type of is a reference type and is null. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Gets the at the reader's current position. + + + + + Initializes a new instance of the class. + + The token to read from. + + + + Initializes a new instance of the class. + + The token to read from. + The initial path of the token. It is prepended to the returned . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Gets the path of the current JSON token. + + + + + Specifies the type of token. + + + + + No token type has been set. + + + + + A JSON object. + + + + + A JSON array. + + + + + A JSON constructor. + + + + + A JSON object property. + + + + + A comment. + + + + + An integer value. + + + + + A float value. + + + + + A string value. + + + + + A boolean value. + + + + + A null value. + + + + + An undefined value. + + + + + A date value. + + + + + A raw JSON value. + + + + + A collection of bytes value. + + + + + A Guid value. + + + + + A Uri value. + + + + + A TimeSpan value. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets the at the writer's current position. + + + + + Gets the token being written. + + The token being written. + + + + Initializes a new instance of the class writing to the given . + + The container being written to. + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the underlying . + + + + + Closes this writer. + If is set to true, the JSON is auto-completed. + + + Setting to true has no additional effect, since the underlying is a type that cannot be closed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end. + + The token. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes a value. + An error will be raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Represents a value in JSON (string, integer, date, etc). + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Creates a comment with the given value. + + The value. + A comment with the given value. + + + + Creates a string with the given value. + + The value. + A string with the given value. + + + + Creates a null value. + + A null value. + + + + Creates a undefined value. + + A undefined value. + + + + Gets the node type for this . + + The type. + + + + Gets or sets the underlying token value. + + The underlying token value. + + + + Writes this token to a . + + A into which this method will write. + A collection of s which will be used when writing the token. + + + + Indicates whether the current object is equal to another object of the same type. + + + true if the current object is equal to the parameter; otherwise, false. + + An object to compare with this object. + + + + Determines whether the specified is equal to the current . + + The to compare with the current . + + true if the specified is equal to the current ; otherwise, false. + + + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + + + + Returns a that represents this instance. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format provider. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + The format provider. + + A that represents this instance. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object. + + An object to compare with this instance. + + A 32-bit signed integer that indicates the relative order of the objects being compared. The return value has these meanings: + Value + Meaning + Less than zero + This instance is less than . + Zero + This instance is equal to . + Greater than zero + This instance is greater than . + + + is not of the same type as this instance. + + + + + Specifies how line information is handled when loading JSON. + + + + + Ignore line information. + + + + + Load line information. + + + + + Specifies how JSON arrays are merged together. + + + + Concatenate arrays. + + + Union arrays, skipping items that already exist. + + + Replace all array items. + + + Merge array items together, matched by index. + + + + Specifies how null value properties are merged. + + + + + The content's null value properties will be ignored during merging. + + + + + The content's null value properties will be merged. + + + + + Specifies the member serialization options for the . + + + + + All public members are serialized by default. Members can be excluded using or . + This is the default member serialization mode. + + + + + Only members marked with or are serialized. + This member serialization mode can also be set by marking the class with . + + + + + All public and private fields are serialized. Members can be excluded using or . + This member serialization mode can also be set by marking the class with + and setting IgnoreSerializableAttribute on to false. + + + + + Specifies metadata property handling options for the . + + + + + Read metadata properties located at the start of a JSON object. + + + + + Read metadata properties located anywhere in a JSON object. Note that this setting will impact performance. + + + + + Do not try to read metadata properties. + + + + + Specifies missing member handling options for the . + + + + + Ignore a missing member and do not attempt to deserialize it. + + + + + Throw a when a missing member is encountered during deserialization. + + + + + Specifies null value handling options for the . + + + + + + + + + Include null values when serializing and deserializing objects. + + + + + Ignore null values when serializing and deserializing objects. + + + + + Specifies how object creation is handled by the . + + + + + Reuse existing objects, create new objects when needed. + + + + + Only reuse existing objects. + + + + + Always create new objects. + + + + + Specifies reference handling options for the . + Note that references cannot be preserved when a value is set via a non-default constructor such as types that implement . + + + + + + + + Do not preserve references when serializing types. + + + + + Preserve references when serializing into a JSON object structure. + + + + + Preserve references when serializing into a JSON array structure. + + + + + Preserve references when serializing. + + + + + Specifies reference loop handling options for the . + + + + + Throw a when a loop is encountered. + + + + + Ignore loop references and do not serialize. + + + + + Serialize loop references. + + + + + Indicating whether a property is required. + + + + + The property is not required. The default state. + + + + + The property must be defined in JSON but can be a null value. + + + + + The property must be defined in JSON and cannot be a null value. + + + + + The property is not required but it cannot be a null value. + + + + + + Contains the JSON schema extension methods. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + true if the specified is valid; otherwise, false. + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + When this method returns, contains any error messages generated while validating. + + true if the specified is valid; otherwise, false. + + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + The validation event handler. + + + + + An in-memory representation of a JSON Schema. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the id. + + + + + Gets or sets the title. + + + + + Gets or sets whether the object is required. + + + + + Gets or sets whether the object is read-only. + + + + + Gets or sets whether the object is visible to users. + + + + + Gets or sets whether the object is transient. + + + + + Gets or sets the description of the object. + + + + + Gets or sets the types of values allowed by the object. + + The type. + + + + Gets or sets the pattern. + + The pattern. + + + + Gets or sets the minimum length. + + The minimum length. + + + + Gets or sets the maximum length. + + The maximum length. + + + + Gets or sets a number that the value should be divisible by. + + A number that the value should be divisible by. + + + + Gets or sets the minimum. + + The minimum. + + + + Gets or sets the maximum. + + The maximum. + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the minimum attribute (). + + A flag indicating whether the value can not equal the number defined by the minimum attribute (). + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the maximum attribute (). + + A flag indicating whether the value can not equal the number defined by the maximum attribute (). + + + + Gets or sets the minimum number of items. + + The minimum number of items. + + + + Gets or sets the maximum number of items. + + The maximum number of items. + + + + Gets or sets the of items. + + The of items. + + + + Gets or sets a value indicating whether items in an array are validated using the instance at their array position from . + + + true if items are validated using their array position; otherwise, false. + + + + + Gets or sets the of additional items. + + The of additional items. + + + + Gets or sets a value indicating whether additional items are allowed. + + + true if additional items are allowed; otherwise, false. + + + + + Gets or sets whether the array items must be unique. + + + + + Gets or sets the of properties. + + The of properties. + + + + Gets or sets the of additional properties. + + The of additional properties. + + + + Gets or sets the pattern properties. + + The pattern properties. + + + + Gets or sets a value indicating whether additional properties are allowed. + + + true if additional properties are allowed; otherwise, false. + + + + + Gets or sets the required property if this property is present. + + The required property if this property is present. + + + + Gets or sets the a collection of valid enum values allowed. + + A collection of valid enum values allowed. + + + + Gets or sets disallowed types. + + The disallowed types. + + + + Gets or sets the default value. + + The default value. + + + + Gets or sets the collection of that this schema extends. + + The collection of that this schema extends. + + + + Gets or sets the format. + + The format. + + + + Initializes a new instance of the class. + + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The object representing the JSON Schema. + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The to use when resolving schema references. + The object representing the JSON Schema. + + + + Load a from a string that contains JSON Schema. + + A that contains JSON Schema. + A populated from the string that contains JSON Schema. + + + + Load a from a string that contains JSON Schema using the specified . + + A that contains JSON Schema. + The resolver. + A populated from the string that contains JSON Schema. + + + + Writes this schema to a . + + A into which this method will write. + + + + Writes this schema to a using the specified . + + A into which this method will write. + The resolver used. + + + + Returns a that represents the current . + + + A that represents the current . + + + + + + Returns detailed information about the schema exception. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + + Generates a from a specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets how undefined schemas are handled by the serializer. + + + + + Gets or sets the contract resolver. + + The contract resolver. + + + + Generate a from the specified type. + + The type to generate a from. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + + Resolves from an id. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the loaded schemas. + + The loaded schemas. + + + + Initializes a new instance of the class. + + + + + Gets a for the specified reference. + + The id. + A for the specified reference. + + + + + The value types allowed by the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + No type specified. + + + + + String type. + + + + + Float type. + + + + + Integer type. + + + + + Boolean type. + + + + + Object type. + + + + + Array type. + + + + + Null type. + + + + + Any type. + + + + + + Specifies undefined schema Id handling options for the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Do not infer a schema Id. + + + + + Use the .NET type name as the schema Id. + + + + + Use the assembly qualified .NET type name as the schema Id. + + + + + + Returns detailed information related to the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the associated with the validation error. + + The JsonSchemaException associated with the validation error. + + + + Gets the path of the JSON location where the validation error occurred. + + The path of the JSON location where the validation error occurred. + + + + Gets the text description corresponding to the validation error. + + The text description. + + + + + Represents the callback method that will handle JSON schema validation events and the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + A camel case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Resolves member mappings for a type, camel casing property names. + + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used by to resolve a for a given . + + + + + Gets a value indicating whether members are being get and set using dynamic code generation. + This value is determined by the runtime permissions available. + + + true if using dynamic code generation; otherwise, false. + + + + + Gets or sets the default members search flags. + + The default members search flags. + + + + Gets or sets a value indicating whether compiler generated members should be serialized. + + + true if serialized compiler generated members; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the interface when serializing and deserializing types. + + + true if the interface will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the attribute when serializing and deserializing types. + + + true if the attribute will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore IsSpecified members when serializing and deserializing types. + + + true if the IsSpecified members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore ShouldSerialize members when serializing and deserializing types. + + + true if the ShouldSerialize members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets the naming strategy used to resolve how property names and dictionary keys are serialized. + + The naming strategy used to resolve how property names and dictionary keys are serialized. + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Gets the serializable members for the type. + + The type to get serializable members for. + The serializable members for the type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates the constructor parameters. + + The constructor to create properties for. + The type's member properties. + Properties for the given . + + + + Creates a for the given . + + The matching member property. + The constructor parameter. + A created for the given . + + + + Resolves the default for the contract. + + Type of the object. + The contract's default . + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Determines which contract type is created for the given type. + + Type of the object. + A for the given type. + + + + Creates properties for the given . + + The type to create properties for. + /// The member serialization mode for the type. + Properties for the given . + + + + Creates the used by the serializer to get and set values from a member. + + The member. + The used by the serializer to get and set values from a member. + + + + Creates a for the given . + + The member's parent . + The member to create a for. + A created for the given . + + + + Resolves the name of the property. + + Name of the property. + Resolved name of the property. + + + + Resolves the name of the extension data. By default no changes are made to extension data names. + + Name of the extension data. + Resolved name of the extension data. + + + + Resolves the key of the dictionary. By default is used to resolve dictionary keys. + + Key of the dictionary. + Resolved key of the dictionary. + + + + Gets the resolved name of the property. + + Name of the property. + Name of the property. + + + + The default naming strategy. Property names and dictionary keys are unchanged. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + The default serialization binder used when resolving and loading classes from type names. + + + + + Initializes a new instance of the class. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + The type of the object the formatter creates a new instance of. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer that writes to the application's instances. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides information surrounding an error. + + + + + Gets the error. + + The error. + + + + Gets the original object that caused the error. + + The original object that caused the error. + + + + Gets the member that caused the error. + + The member that caused the error. + + + + Gets the path of the JSON location where the error occurred. + + The path of the JSON location where the error occurred. + + + + Gets or sets a value indicating whether this is handled. + + true if handled; otherwise, false. + + + + Provides data for the Error event. + + + + + Gets the current object the error event is being raised against. + + The current object the error event is being raised against. + + + + Gets the error context. + + The error context. + + + + Initializes a new instance of the class. + + The current object. + The error context. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides methods to get attributes. + + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Used by to resolve a for a given . + + + + + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used to resolve references when serializing and deserializing JSON by the . + + + + + Resolves a reference to its object. + + The serialization context. + The reference to resolve. + The object that was resolved from the reference. + + + + Gets the reference for the specified object. + + The serialization context. + The object to get a reference for. + The reference to the object. + + + + Determines whether the specified object is referenced. + + The serialization context. + The object to test for a reference. + + true if the specified object is referenced; otherwise, false. + + + + + Adds a reference to the specified object. + + The serialization context. + The reference. + The object to reference. + + + + Allows users to control class loading and mandate what class to load. + + + + + When implemented, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When implemented, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + The that will be used to filter the trace messages passed to the writer. + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Provides methods to get and set values. + + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Contract details for a used by the . + + + + + Gets the of the collection items. + + The of the collection items. + + + + Gets a value indicating whether the collection type is a multidimensional array. + + true if the collection type is a multidimensional array; otherwise, false. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the collection values. + + true if the creator has a parameter with the collection values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the default collection items . + + The converter. + + + + Gets or sets a value indicating whether the collection items preserve object references. + + true if collection items preserve object references; otherwise, false. + + + + Gets or sets the collection item reference loop handling. + + The reference loop handling. + + + + Gets or sets the collection item type name handling. + + The type name handling. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Handles serialization callback events. + + The object that raised the callback event. + The streaming context. + + + + Handles serialization error callback events. + + The object that raised the callback event. + The streaming context. + The error context. + + + + Sets extension data for an object during deserialization. + + The object to set extension data on. + The extension data key. + The extension data value. + + + + Gets extension data for an object during serialization. + + The object to set extension data on. + + + + Contract details for a used by the . + + + + + Gets the underlying type for the contract. + + The underlying type for the contract. + + + + Gets or sets the type created during deserialization. + + The type created during deserialization. + + + + Gets or sets whether this type contract is serialized as a reference. + + Whether this type contract is serialized as a reference. + + + + Gets or sets the default for this contract. + + The converter. + + + + Gets the internally resolved for the contract's type. + This converter is used as a fallback converter when no other converter is resolved. + Setting will always override this converter. + + + + + Gets or sets all methods called immediately after deserialization of the object. + + The methods called immediately after deserialization of the object. + + + + Gets or sets all methods called during deserialization of the object. + + The methods called during deserialization of the object. + + + + Gets or sets all methods called after serialization of the object graph. + + The methods called after serialization of the object graph. + + + + Gets or sets all methods called before serialization of the object. + + The methods called before serialization of the object. + + + + Gets or sets all method called when an error is thrown during the serialization of the object. + + The methods called when an error is thrown during the serialization of the object. + + + + Gets or sets the default creator method used to create the object. + + The default creator method used to create the object. + + + + Gets or sets a value indicating whether the default creator is non-public. + + true if the default object creator is non-public; otherwise, false. + + + + Contract details for a used by the . + + + + + Gets or sets the dictionary key resolver. + + The dictionary key resolver. + + + + Gets the of the dictionary keys. + + The of the dictionary keys. + + + + Gets the of the dictionary values. + + The of the dictionary values. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the dictionary values. + + true if the creator has a parameter with the dictionary values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets the object's properties. + + The object's properties. + + + + Gets or sets the property name resolver. + + The property name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object constructor. + + The object constructor. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object member serialization. + + The member object serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets the object's properties. + + The object's properties. + + + + Gets a collection of instances that define the parameters used with . + + + + + Gets or sets the function used to create the object. When set this function will override . + This function is called with a collection of arguments which are defined by the collection. + + The function used to create the object. + + + + Gets or sets the extension data setter. + + + + + Gets or sets the extension data getter. + + + + + Gets or sets the extension data value type. + + + + + Gets or sets the extension data name resolver. + + The extension data name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Maps a JSON property to a .NET member or constructor parameter. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the type that declared this property. + + The type that declared this property. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets the name of the underlying member or parameter. + + The name of the underlying member or parameter. + + + + Gets the that will get and set the during serialization. + + The that will get and set the during serialization. + + + + Gets or sets the for this property. + + The for this property. + + + + Gets or sets the type of the property. + + The type of the property. + + + + Gets or sets the for the property. + If set this converter takes precedence over the contract converter for the property type. + + The converter. + + + + Gets or sets the member converter. + + The member converter. + + + + Gets or sets a value indicating whether this is ignored. + + true if ignored; otherwise, false. + + + + Gets or sets a value indicating whether this is readable. + + true if readable; otherwise, false. + + + + Gets or sets a value indicating whether this is writable. + + true if writable; otherwise, false. + + + + Gets or sets a value indicating whether this has a member attribute. + + true if has a member attribute; otherwise, false. + + + + Gets the default value. + + The default value. + + + + Gets or sets a value indicating whether this is required. + + A value indicating whether this is required. + + + + Gets a value indicating whether has a value specified. + + + + + Gets or sets a value indicating whether this property preserves object references. + + + true if this instance is reference; otherwise, false. + + + + + Gets or sets the property null value handling. + + The null value handling. + + + + Gets or sets the property default value handling. + + The default value handling. + + + + Gets or sets the property reference loop handling. + + The reference loop handling. + + + + Gets or sets the property object creation handling. + + The object creation handling. + + + + Gets or sets or sets the type name handling. + + The type name handling. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets a predicate used to determine whether the property should be deserialized. + + A predicate used to determine whether the property should be deserialized. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets an action used to set whether the property has been deserialized. + + An action used to set whether the property has been deserialized. + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Gets or sets the converter used when serializing the property's collection items. + + The collection's items converter. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + A collection of objects. + + + + + Initializes a new instance of the class. + + The type. + + + + When implemented in a derived class, extracts the key from the specified element. + + The element from which to extract the key. + The key for the specified element. + + + + Adds a object. + + The property to add to the collection. + + + + Gets the closest matching object. + First attempts to get an exact case match of and then + a case insensitive match. + + Name of the property. + A matching property if found. + + + + Gets a property by property name. + + The name of the property to get. + Type property name string comparison. + A matching property if found. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Lookup and create an instance of the type described by the argument. + + The type to create. + Optional arguments to pass to an initializing constructor of the JsonConverter. + If null, the default constructor is used. + + + + A kebab case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Represents a trace writer that writes to memory. When the trace message limit is + reached then old trace messages will be removed as new messages are added. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Initializes a new instance of the class. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Returns an enumeration of the most recent trace messages. + + An enumeration of the most recent trace messages. + + + + Returns a of the most recent trace messages. + + + A of the most recent trace messages. + + + + + A base class for resolving how property names and dictionary keys are serialized. + + + + + A flag indicating whether dictionary keys should be processed. + Defaults to false. + + + + + A flag indicating whether extension data names should be processed. + Defaults to false. + + + + + A flag indicating whether explicitly specified property names, + e.g. a property name customized with a , should be processed. + Defaults to false. + + + + + Gets the serialized name for a given property name. + + The initial property name. + A flag indicating whether the property has had a name explicitly specified. + The serialized property name. + + + + Gets the serialized name for a given extension data name. + + The initial extension data name. + The serialized extension data name. + + + + Gets the serialized key for a given dictionary key. + + The initial dictionary key. + The serialized dictionary key. + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Hash code calculation + + + + + + Object equality implementation + + + + + + + Compare to another NamingStrategy + + + + + + + Represents a method that constructs an object. + + The object type to create. + + + + When applied to a method, specifies that the method is called when an error occurs serializing an object. + + + + + Provides methods to get attributes from a , , or . + + + + + Initializes a new instance of the class. + + The instance to get attributes for. This parameter should be a , , or . + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Get and set values for a using reflection. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + A snake case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Specifies how strings are escaped when writing JSON text. + + + + + Only control characters (e.g. newline) are escaped. + + + + + All non-ASCII and control characters (e.g. newline) are escaped. + + + + + HTML (<, >, &, ', ") and control characters (e.g. newline) are escaped. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the LoadWithPartialName method of the class is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The Load method of the class is used to load the assembly. + + + + + Specifies type name handling options for the . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Do not include the .NET type name when serializing types. + + + + + Include the .NET type name when serializing into a JSON object structure. + + + + + Include the .NET type name when serializing into a JSON array structure. + + + + + Always include the .NET type name when serializing. + + + + + Include the .NET type name when the type of the object being serialized is not the same as its declared type. + Note that this doesn't include the root serialized object by default. To include the root object's type name in JSON + you must specify a root type object with + or . + + + + + Determines whether the collection is null or empty. + + The collection. + + true if the collection is null or empty; otherwise, false. + + + + + Adds the elements of the specified collection to the specified generic . + + The list to add to. + The collection of elements to add. + + + + Converts the value to the specified type. If the value is unable to be converted, the + value is checked whether it assignable to the specified type. + + The value to convert. + The culture to use when converting. + The type to convert or cast the value to. + + The converted type. If conversion was unsuccessful, the initial value + is returned if assignable to the target type. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic that returns a result + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Returns a Restrictions object which includes our current restrictions merged + with a restriction limiting our type + + + + + Helper class for serializing immutable collections. + Note that this is used by all builds, even those that don't support immutable collections, in case the DLL is GACed + https://github.com/JamesNK/Newtonsoft.Json/issues/652 + + + + + Gets the type of the typed collection's items. + + The type. + The type of the typed collection's items. + + + + Gets the member's underlying type. + + The member. + The underlying type of the member. + + + + Determines whether the property is an indexed property. + + The property. + + true if the property is an indexed property; otherwise, false. + + + + + Gets the member's value on the object. + + The member. + The target object. + The member's value on the object. + + + + Sets the member's value on the target object. + + The member. + The target. + The value. + + + + Determines whether the specified MemberInfo can be read. + + The MemberInfo to determine whether can be read. + /// if set to true then allow the member to be gotten non-publicly. + + true if the specified MemberInfo can be read; otherwise, false. + + + + + Determines whether the specified MemberInfo can be set. + + The MemberInfo to determine whether can be set. + if set to true then allow the member to be set non-publicly. + if set to true then allow the member to be set if read-only. + + true if the specified MemberInfo can be set; otherwise, false. + + + + + Builds a string. Unlike this class lets you reuse its internal buffer. + + + + + Determines whether the string is all white space. Empty string will return false. + + The string to test whether it is all white space. + + true if the string is all white space; otherwise, false. + + + + + Specifies the state of the . + + + + + An exception has been thrown, which has left the in an invalid state. + You may call the method to put the in the Closed state. + Any other method calls result in an being thrown. + + + + + The method has been called. + + + + + An object is being written. + + + + + An array is being written. + + + + + A constructor is being written. + + + + + A property is being written. + + + + + A write method has not been called. + + + + diff --git a/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.0/Newtonsoft.Json.dll b/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.0/Newtonsoft.Json.dll new file mode 100644 index 0000000..a0b1ff0 Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.0/Newtonsoft.Json.dll differ diff --git a/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.0/Newtonsoft.Json.xml b/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.0/Newtonsoft.Json.xml new file mode 100644 index 0000000..4409234 --- /dev/null +++ b/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.0/Newtonsoft.Json.xml @@ -0,0 +1,11051 @@ + + + + Newtonsoft.Json + + + + + Represents a BSON Oid (object id). + + + + + Gets or sets the value of the Oid. + + The value of the Oid. + + + + Initializes a new instance of the class. + + The Oid value. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized BSON data. + + + + + Gets or sets a value indicating whether binary data reading should be compatible with incorrect Json.NET 3.5 written binary. + + + true if binary data reading will be compatible with incorrect Json.NET 3.5 written binary; otherwise, false. + + + + + Gets or sets a value indicating whether the root object will be read as a JSON array. + + + true if the root object will be read as a JSON array; otherwise, false. + + + + + Gets or sets the used when reading values from BSON. + + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating BSON data. + + + + + Gets or sets the used when writing values to BSON. + When set to no conversion will occur. + + The used when writing values to BSON. + + + + Initializes a new instance of the class. + + The to write to. + + + + Initializes a new instance of the class. + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying stream. + + + + + Writes the end. + + The token. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes the beginning of a JSON array. + + + + + Writes the beginning of a JSON object. + + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value that represents a BSON object id. + + The Object ID value to write. + + + + Writes a BSON regex. + + The regex pattern. + The regex options. + + + + Specifies how constructors are used when initializing objects during deserialization by the . + + + + + First attempt to use the public default constructor, then fall back to a single parameterized constructor, then to the non-public default constructor. + + + + + Json.NET will use a non-public default constructor before falling back to a parameterized constructor. + + + + + Converts a binary value to and from a base 64 string value. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Creates a custom object. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Creates an object which will then be populated by the serializer. + + Type of the object. + The created object. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Provides a base class for converting a to and from JSON. + + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a F# discriminated union type to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from the ISO 8601 date format (e.g. "2008-04-12T12:53Z"). + + + + + Gets or sets the date time styles used when converting a date to and from JSON. + + The date time styles used when converting a date to and from JSON. + + + + Gets or sets the date time format used when converting a date to and from JSON. + + The date time format used when converting a date to and from JSON. + + + + Gets or sets the culture used when converting a date to and from JSON. + + The culture used when converting a date to and from JSON. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Converts a to and from a JavaScript Date constructor (e.g. new Date(52231943)). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from its name string value. + + + + + Gets or sets a value indicating whether the written enum text should be camel case. + The default value is false. + + true if the written enum text will be camel case; otherwise, false. + + + + Gets or sets the naming strategy used to resolve how enum text is written. + + The naming strategy used to resolve how enum text is written. + + + + Gets or sets a value indicating whether integer values are allowed when serializing and deserializing. + The default value is true. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + true if the written enum text will be camel case; otherwise, false. + + + + Initializes a new instance of the class. + + The naming strategy used to resolve how enum text is written. + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from Unix epoch time + + + + + Gets or sets a value indicating whether the dates before Unix epoch + should converted to and from JSON. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from a string (e.g. "1.2.3.4"). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts XML to and from JSON. + + + + + Gets or sets the name of the root element to insert when deserializing to XML if the JSON structure has produced multiple root elements. + + The name of the deserialized root element. + + + + Gets or sets a value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + true if the array attribute is written to the XML; otherwise, false. + + + + Gets or sets a value indicating whether to write the root JSON object. + + true if the JSON root object is omitted; otherwise, false. + + + + Gets or sets a value indicating whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + true if special characters are encoded; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The calling serializer. + The value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Checks if the is a namespace attribute. + + Attribute name to test. + The attribute name prefix if it has one, otherwise an empty string. + true if attribute name is for a namespace attribute, otherwise false. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Specifies how dates are formatted when writing JSON text. + + + + + Dates are written in the ISO 8601 format, e.g. "2012-03-21T05:40Z". + + + + + Dates are written in the Microsoft JSON format, e.g. "\/Date(1198908717056)\/". + + + + + Specifies how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON text. + + + + + Date formatted strings are not parsed to a date type and are read as strings. + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Specifies how to treat the time value when converting between string and . + + + + + Treat as local time. If the object represents a Coordinated Universal Time (UTC), it is converted to the local time. + + + + + Treat as a UTC. If the object represents a local time, it is converted to a UTC. + + + + + Treat as a local time if a is being converted to a string. + If a string is being converted to , convert to a local time if a time zone is specified. + + + + + Time zone information should be preserved when converting. + + + + + The default JSON name table implementation. + + + + + Initializes a new instance of the class. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Adds the specified string into name table. + + The string to add. + This method is not thread-safe. + The resolved string. + + + + Specifies default value handling options for the . + + + + + + + + + Include members where the member value is the same as the member's default value when serializing objects. + Included members are written to JSON. Has no effect when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + so that it is not written to JSON. + This option will ignore all default values (e.g. null for objects and nullable types; 0 for integers, + decimals and floating point numbers; and false for booleans). The default value ignored can be changed by + placing the on the property. + + + + + Members with a default value but no JSON will be set to their default value when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + and set members to their default value when deserializing. + + + + + Specifies float format handling options when writing special floating point numbers, e.g. , + and with . + + + + + Write special floating point values as strings in JSON, e.g. "NaN", "Infinity", "-Infinity". + + + + + Write special floating point values as symbols in JSON, e.g. NaN, Infinity, -Infinity. + Note that this will produce non-valid JSON. + + + + + Write special floating point values as the property's default value in JSON, e.g. 0.0 for a property, null for a of property. + + + + + Specifies how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Floating point numbers are parsed to . + + + + + Floating point numbers are parsed to . + + + + + Specifies formatting options for the . + + + + + No special formatting is applied. This is the default. + + + + + Causes child objects to be indented according to the and settings. + + + + + Provides an interface for using pooled arrays. + + The array type content. + + + + Rent an array from the pool. This array must be returned when it is no longer needed. + + The minimum required length of the array. The returned array may be longer. + The rented array from the pool. This array must be returned when it is no longer needed. + + + + Return an array to the pool. + + The array that is being returned. + + + + Provides an interface to enable a class to return line and position information. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + The current line number or 0 if no line information is available (for example, when returns false). + + + + Gets the current line position. + + The current line position or 0 if no line information is available (for example, when returns false). + + + + Instructs the how to serialize the collection. + + + + + Gets or sets a value indicating whether null items are allowed in the collection. + + true if null items are allowed in the collection; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with a flag indicating whether the array can contain null items. + + A flag indicating whether the array can contain null items. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to use the specified constructor when deserializing that object. + + + + + Instructs the how to serialize the object. + + + + + Gets or sets the id. + + The id. + + + + Gets or sets the title. + + The title. + + + + Gets or sets the description. + + The description. + + + + Gets or sets the collection's items converter. + + The collection's items converter. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets a value that indicates whether to preserve object references. + + + true to keep object reference; otherwise, false. The default is false. + + + + + Gets or sets a value that indicates whether to preserve collection's items references. + + + true to keep collection's items object references; otherwise, false. The default is false. + + + + + Gets or sets the reference loop handling used when serializing the collection's items. + + The reference loop handling. + + + + Gets or sets the type name handling used when serializing the collection's items. + + The type name handling. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Provides methods for converting between .NET types and JSON types. + + + + + + + + Gets or sets a function that creates default . + Default settings are automatically used by serialization methods on , + and and on . + To serialize without using any default settings create a with + . + + + + + Represents JavaScript's boolean value true as a string. This field is read-only. + + + + + Represents JavaScript's boolean value false as a string. This field is read-only. + + + + + Represents JavaScript's null as a string. This field is read-only. + + + + + Represents JavaScript's undefined as a string. This field is read-only. + + + + + Represents JavaScript's positive infinity as a string. This field is read-only. + + + + + Represents JavaScript's negative infinity as a string. This field is read-only. + + + + + Represents JavaScript's NaN as a string. This field is read-only. + + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + The time zone handling when the date is converted to a string. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + The string escape handling. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Serializes the specified object to a JSON string. + + The object to serialize. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting. + + The object to serialize. + Indicates how the output should be formatted. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a collection of . + + The object to serialize. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting and a collection of . + + The object to serialize. + Indicates how the output should be formatted. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Deserializes the JSON to a .NET object. + + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to a .NET object using . + + The JSON to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The JSON to deserialize. + The of object being deserialized. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The type of the object to deserialize to. + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the given anonymous type. + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the given anonymous type using . + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The type of the object to deserialize to. + The JSON to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The type of the object to deserialize to. + The object to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The JSON to deserialize. + The type of the object to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The JSON to deserialize. + The type of the object to deserialize to. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Populates the object with values from the JSON string. + + The JSON to populate values from. + The target object to populate values onto. + + + + Populates the object with values from the JSON string using . + + The JSON to populate values from. + The target object to populate values onto. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + + + + Serializes the to a JSON string. + + The node to convert to JSON. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to convert to JSON. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Converts an object to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can read JSON. + + true if this can read JSON; otherwise, false. + + + + Gets a value indicating whether this can write JSON. + + true if this can write JSON; otherwise, false. + + + + Converts an object to and from JSON. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. If there is no existing value then null will be used. + The existing value has a value. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Instructs the to use the specified when serializing the member or class. + + + + + Gets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + + + + + Initializes a new instance of the class. + + Type of the . + + + + Initializes a new instance of the class. + + Type of the . + Parameter list to use when constructing the . Can be null. + + + + Represents a collection of . + + + + + Instructs the how to serialize the collection. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to deserialize properties with no matching class member into the specified collection + and write values during serialization. + + + + + Gets or sets a value that indicates whether to write extension data when serializing the object. + + + true to write extension data when serializing the object; otherwise, false. The default is true. + + + + + Gets or sets a value that indicates whether to read extension data when deserializing the object. + + + true to read extension data when deserializing the object; otherwise, false. The default is true. + + + + + Initializes a new instance of the class. + + + + + Instructs the not to serialize the public field or public read/write property value. + + + + + Base class for a table of atomized string objects. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Instructs the how to serialize the object. + + + + + Gets or sets the member serialization. + + The member serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified member serialization. + + The member serialization. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to always serialize the member with the specified name. + + + + + Gets or sets the type used when serializing the property's collection items. + + The collection's items type. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the null value handling used when serializing this property. + + The null value handling. + + + + Gets or sets the default value handling used when serializing this property. + + The default value handling. + + + + Gets or sets the reference loop handling used when serializing this property. + + The reference loop handling. + + + + Gets or sets the object creation handling used when deserializing this property. + + The object creation handling. + + + + Gets or sets the type name handling used when serializing this property. + + The type name handling. + + + + Gets or sets whether this property's value is serialized as a reference. + + Whether this property's value is serialized as a reference. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets a value indicating whether this property is required. + + + A value indicating whether this property is required. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified name. + + Name of the property. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously skips the children of the current token. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Specifies the state of the reader. + + + + + A read method has not been called. + + + + + The end of the file has been reached successfully. + + + + + Reader is at a property. + + + + + Reader is at the start of an object. + + + + + Reader is in an object. + + + + + Reader is at the start of an array. + + + + + Reader is in an array. + + + + + The method has been called. + + + + + Reader has just read a value. + + + + + Reader is at the start of a constructor. + + + + + Reader is in a constructor. + + + + + An error occurred that prevents the read operation from continuing. + + + + + The end of the file has been reached successfully. + + + + + Gets the current reader state. + + The current reader state. + + + + Gets or sets a value indicating whether the source should be closed when this reader is closed. + + + true to close the source when this reader is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether multiple pieces of JSON content can + be read from a continuous stream without erroring. + + + true to support reading multiple pieces of JSON content; otherwise false. + The default is false. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + Gets or sets how time zones are handled when reading JSON. + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Gets or sets how custom date formatted strings are parsed when reading JSON. + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets the type of the current JSON token. + + + + + Gets the text value of the current JSON token. + + + + + Gets the .NET type for the current JSON token. + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets or sets the culture used when reading JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Reads the next JSON token from the source. + + true if the next token was read successfully; false if there are no more tokens to read. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Skips the children of the current token. + + + + + Sets the current token. + + The new token. + + + + Sets the current token and value. + + The new token. + The value. + + + + Sets the current token and value. + + The new token. + The value. + A flag indicating whether the position index inside an array should be updated. + + + + Sets the state based on current token type. + + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Changes the reader's state to . + If is set to true, the source is also closed. + + + + + The exception thrown when an error occurs while reading JSON text. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to always serialize the member, and to require that the member has a value. + + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Serializes and deserializes objects into and from the JSON format. + The enables you to control how objects are encoded into JSON. + + + + + Occurs when the errors during serialization and deserialization. + + + + + Gets or sets the used by the serializer when resolving references. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + + + + Gets or sets how reference loops (e.g. a class referencing itself) is handled. + The default value is . + + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets a collection that will be used during serialization. + + Collection that will be used during serialization. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets a value indicating whether there will be a check for additional JSON content after deserializing an object. + The default value is false. + + + true if there will be a check for additional JSON content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Creates a new instance. + The will not use default settings + from . + + + A new instance. + The will not use default settings + from . + + + + + Creates a new instance using the specified . + The will not use default settings + from . + + The settings to be applied to the . + + A new instance using the specified . + The will not use default settings + from . + + + + + Creates a new instance. + The will use default settings + from . + + + A new instance. + The will use default settings + from . + + + + + Creates a new instance using the specified . + The will use default settings + from as well as the specified . + + The settings to be applied to the . + + A new instance using the specified . + The will use default settings + from as well as the specified . + + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Deserializes the JSON structure contained by the specified . + + The that contains the JSON structure to deserialize. + The being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The type of the object to deserialize. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is Auto to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Specifies the settings on a object. + + + + + Gets or sets how reference loops (e.g. a class referencing itself) are handled. + The default value is . + + Reference loop handling. + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + Missing member handling. + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + Null value handling. + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + The default value handling. + + + + Gets or sets a collection that will be used during serialization. + + The converters. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + The preserve references handling. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + The type name handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + The contract resolver. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets the used by the serializer when resolving references. + + The reference resolver. + + + + Gets or sets a function that creates the used by the serializer when resolving references. + + A function that creates the used by the serializer when resolving references. + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the error handler called during serialization and deserialization. + + The error handler called during serialization and deserialization. + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets a value indicating whether there will be a check for additional content after deserializing an object. + The default value is false. + + + true if there will be a check for additional content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + using values copied from the passed in . + + + + + Represents a reader that provides fast, non-cached, forward-only access to JSON text data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Initializes a new instance of the class with the specified . + + The containing the JSON data to read. + + + + Gets or sets the reader's property name table. + + + + + Gets or sets the reader's character buffer pool. + + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + + The current line number or 0 if no line information is available (for example, returns false). + + + + + Gets the current line position. + + + The current line position or 0 if no line information is available (for example, returns false). + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Gets or sets the writer's character array pool. + + + + + Gets or sets how many s to write for each level in the hierarchy when is set to . + + + + + Gets or sets which character to use to quote attribute values. + + + + + Gets or sets which character to use for indenting when is set to . + + + + + Gets or sets a value indicating whether object names will be surrounded with quotes. + + + + + Initializes a new instance of the class using the specified . + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying . + + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the specified end token. + + The end token to write. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Specifies the type of JSON token. + + + + + This is returned by the if a read method has not been called. + + + + + An object start token. + + + + + An array start token. + + + + + A constructor start token. + + + + + An object property name. + + + + + A comment. + + + + + Raw JSON. + + + + + An integer. + + + + + A float. + + + + + A string. + + + + + A boolean. + + + + + A null token. + + + + + An undefined token. + + + + + An object end token. + + + + + An array end token. + + + + + A constructor end token. + + + + + A Date. + + + + + Byte data. + + + + + + Represents a reader that provides validation. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Sets an event handler for receiving schema validation errors. + + + + + Gets the text value of the current JSON token. + + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + + Gets the type of the current JSON token. + + + + + + Gets the .NET type for the current JSON token. + + + + + + Initializes a new instance of the class that + validates the content returned from the given . + + The to read from while validating. + + + + Gets or sets the schema. + + The schema. + + + + Gets the used to construct this . + + The specified in the constructor. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a []. + + + A [] or null if the next JSON token is null. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously ets the state of the . + + The being written. + The value being written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Gets or sets a value indicating whether the destination should be closed when this writer is closed. + + + true to close the destination when this writer is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether the JSON should be auto-completed when this writer is closed. + + + true to auto-complete the JSON when this writer is closed; otherwise false. The default is true. + + + + + Gets the top. + + The top. + + + + Gets the state of the writer. + + + + + Gets the path of the writer. + + + + + Gets or sets a value indicating how JSON text output should be formatted. + + + + + Gets or sets how dates are written to JSON text. + + + + + Gets or sets how time zones are handled when writing JSON text. + + + + + Gets or sets how strings are escaped when writing JSON text. + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written to JSON text. + + + + + Gets or sets how and values are formatted when writing JSON text. + + + + + Gets or sets the culture used when writing JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the destination and also flushes the destination. + + + + + Closes this writer. + If is set to true, the destination is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the end of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the end of an array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end constructor. + + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes the end of the current JSON object or array. + + + + + Writes the current token and its children. + + The to read the token from. + + + + Writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + + + + Writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + + + + Writes the token. + + The to write. + + + + Writes the specified end token. + + The end token to write. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON without changing the writer's state. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Sets the state of the . + + The being written. + The value being written. + + + + The exception thrown when an error occurs while writing JSON text. + + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class + with a specified error message, JSON path and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Specifies how JSON comments are handled when loading JSON. + + + + + Ignore comments. + + + + + Load comments as a with type . + + + + + Specifies how duplicate property names are handled when loading JSON. + + + + + Replace the existing value when there is a duplicate property. The value of the last property in the JSON object will be used. + + + + + Ignore the new value when there is a duplicate property. The value of the first property in the JSON object will be used. + + + + + Throw a when a duplicate property is encountered. + + + + + Contains the LINQ to JSON extension methods. + + + + + Returns a collection of tokens that contains the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the descendants of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, and the descendants of every token in the source collection. + + + + Returns a collection of child properties of every object in the source collection. + + An of that contains the source collection. + An of that contains the properties of every object in the source collection. + + + + Returns a collection of child values of every object in the source collection with the given key. + + An of that contains the source collection. + The token key. + An of that contains the values of every token in the source collection with the given key. + + + + Returns a collection of child values of every object in the source collection. + + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child values of every object in the source collection with the given key. + + The type to convert the values to. + An of that contains the source collection. + The token key. + An that contains the converted values of every token in the source collection with the given key. + + + + Returns a collection of converted child values of every object in the source collection. + + The type to convert the values to. + An of that contains the source collection. + An that contains the converted values of every token in the source collection. + + + + Converts the value. + + The type to convert the value to. + A cast as a of . + A converted value. + + + + Converts the value. + + The source collection type. + The type to convert the value to. + A cast as a of . + A converted value. + + + + Returns a collection of child tokens of every array in the source collection. + + The source collection type. + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child tokens of every array in the source collection. + + An of that contains the source collection. + The type to convert the values to. + The source collection type. + An that contains the converted values of every token in the source collection. + + + + Returns the input typed as . + + An of that contains the source collection. + The input typed as . + + + + Returns the input typed as . + + The source collection type. + An of that contains the source collection. + The input typed as . + + + + Represents a collection of objects. + + The type of token. + + + + Gets the of with the specified key. + + + + + + Represents a JSON array. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Loads an from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads an from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the at the specified index. + + + + + + Determines the index of a specific item in the . + + The object to locate in the . + + The index of if found in the list; otherwise, -1. + + + + + Inserts an item to the at the specified index. + + The zero-based index at which should be inserted. + The object to insert into the . + + is not a valid index in the . + + + + + Removes the item at the specified index. + + The zero-based index of the item to remove. + + is not a valid index in the . + + + + + Returns an enumerator that iterates through the collection. + + + A of that can be used to iterate through the collection. + + + + + Adds an item to the . + + The object to add to the . + + + + Removes all items from the . + + + + + Determines whether the contains a specific value. + + The object to locate in the . + + true if is found in the ; otherwise, false. + + + + + Copies the elements of the to an array, starting at a particular array index. + + The array. + Index of the array. + + + + Gets a value indicating whether the is read-only. + + true if the is read-only; otherwise, false. + + + + Removes the first occurrence of a specific object from the . + + The object to remove from the . + + true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . + + + + + Represents a JSON constructor. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets or sets the name of this constructor. + + The constructor name. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name. + + The constructor name. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a token that can contain other tokens. + + + + + Occurs when the items list of the collection has changed, or the collection is reset. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Raises the event. + + The instance containing the event data. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Get the first child token of this token. + + + A containing the first child token of the . + + + + + Get the last child token of this token. + + + A containing the last child token of the . + + + + + Returns a collection of the child tokens of this token, in document order. + + + An of containing the child tokens of this , in document order. + + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + + A containing the child values of this , in document order. + + + + + Returns a collection of the descendant tokens for this token in document order. + + An of containing the descendant tokens of the . + + + + Returns a collection of the tokens that contain this token, and all descendant tokens of this token, in document order. + + An of containing this token, and all the descendant tokens of the . + + + + Adds the specified content as children of this . + + The content to be added. + + + + Adds the specified content as the first children of this . + + The content to be added. + + + + Creates a that can be used to add tokens to the . + + A that is ready to have content written to it. + + + + Replaces the child nodes of this token with the specified content. + + The content. + + + + Removes the child nodes from this token. + + + + + Merge the specified content into this . + + The content to be merged. + + + + Merge the specified content into this using . + + The content to be merged. + The used to merge the content. + + + + Gets the count of child JSON tokens. + + The count of child JSON tokens. + + + + Represents a collection of objects. + + The type of token. + + + + An empty collection of objects. + + + + + Initializes a new instance of the struct. + + The enumerable. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Gets the of with the specified key. + + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Represents a JSON object. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Occurs when a property value changes. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Gets the node type for this . + + The type. + + + + Gets an of of this object's properties. + + An of of this object's properties. + + + + Gets a with the specified name. + + The property name. + A with the specified name or null. + + + + Gets the with the specified name. + The exact name will be searched for first and if no matching property is found then + the will be used to match a property. + + The property name. + One of the enumeration values that specifies how the strings will be compared. + A matched with the specified name or null. + + + + Gets a of of this object's property values. + + A of of this object's property values. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the with the specified property name. + + + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified property name. + + Name of the property. + The with the specified property name. + + + + Gets the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + One of the enumeration values that specifies how the strings will be compared. + The with the specified property name. + + + + Tries to get the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + The value. + One of the enumeration values that specifies how the strings will be compared. + true if a value was successfully retrieved; otherwise, false. + + + + Adds the specified property name. + + Name of the property. + The value. + + + + Determines whether the JSON object has the specified property name. + + Name of the property. + true if the JSON object has the specified property name; otherwise, false. + + + + Removes the property with the specified name. + + Name of the property. + true if item was successfully removed; otherwise, false. + + + + Tries to get the with the specified property name. + + Name of the property. + The value. + true if a value was successfully retrieved; otherwise, false. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Represents a JSON property. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the property name. + + The property name. + + + + Gets or sets the property value. + + The property value. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a raw JSON string. + + + + + Asynchronously creates an instance of with the content of the reader's current token. + + The reader. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns an instance of with the content of the reader's current token. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class. + + The raw json. + + + + Creates an instance of with the content of the reader's current token. + + The reader. + An instance of with the content of the reader's current token. + + + + Specifies the settings used when cloning JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets a flag that indicates whether to copy annotations when cloning a . + The default value is true. + + + A flag that indicates whether to copy annotations when cloning a . + + + + + Specifies the settings used when loading JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets how JSON comments are handled when loading JSON. + The default value is . + + The JSON comment handling. + + + + Gets or sets how JSON line info is handled when loading JSON. + The default value is . + + The JSON line info handling. + + + + Gets or sets how duplicate property names in JSON objects are handled when loading JSON. + The default value is . + + The JSON duplicate property name handling. + + + + Specifies the settings used when merging JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets the method used when merging JSON arrays. + + The method used when merging JSON arrays. + + + + Gets or sets how null value properties are merged. + + How null value properties are merged. + + + + Gets or sets the comparison used to match property names while merging. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + The comparison used to match property names while merging. + + + + Specifies the settings used when selecting JSON. + + + + + Gets or sets a timeout that will be used when executing regular expressions. + + The timeout that will be used when executing regular expressions. + + + + Gets or sets a flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + A flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + + + Represents an abstract JSON token. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Writes this token to a asynchronously. + + A into which this method will write. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Gets a comparer that can compare two tokens for value equality. + + A that can compare two nodes for value equality. + + + + Gets or sets the parent. + + The parent. + + + + Gets the root of this . + + The root of this . + + + + Gets the node type for this . + + The type. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Compares the values of two tokens, including the values of all descendant tokens. + + The first to compare. + The second to compare. + true if the tokens are equal; otherwise false. + + + + Gets the next sibling token of this node. + + The that contains the next sibling token. + + + + Gets the previous sibling token of this node. + + The that contains the previous sibling token. + + + + Gets the path of the JSON token. + + + + + Adds the specified content immediately after this token. + + A content object that contains simple content or a collection of content objects to be added after this token. + + + + Adds the specified content immediately before this token. + + A content object that contains simple content or a collection of content objects to be added before this token. + + + + Returns a collection of the ancestor tokens of this token. + + A collection of the ancestor tokens of this token. + + + + Returns a collection of tokens that contain this token, and the ancestors of this token. + + A collection of tokens that contain this token, and the ancestors of this token. + + + + Returns a collection of the sibling tokens after this token, in document order. + + A collection of the sibling tokens after this tokens, in document order. + + + + Returns a collection of the sibling tokens before this token, in document order. + + A collection of the sibling tokens before this token, in document order. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets the with the specified key converted to the specified type. + + The type to convert the token to. + The token key. + The converted token value. + + + + Get the first child token of this token. + + A containing the first child token of the . + + + + Get the last child token of this token. + + A containing the last child token of the . + + + + Returns a collection of the child tokens of this token, in document order. + + An of containing the child tokens of this , in document order. + + + + Returns a collection of the child tokens of this token, in document order, filtered by the specified type. + + The type to filter the child tokens on. + A containing the child tokens of this , in document order. + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + A containing the child values of this , in document order. + + + + Removes this token from its parent. + + + + + Replaces this token with the specified token. + + The value. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Returns the indented JSON for this token. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + The indented JSON for this token. + + + + + Returns the JSON for this token using the given formatting and converters. + + Indicates how the output should be formatted. + A collection of s which will be used when writing the token. + The JSON for this token using the given formatting and converters. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to []. + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from [] to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Creates a for this token. + + A that can be used to read this token and its descendants. + + + + Creates a from an object. + + The object that will be used to create . + A with the value of the specified object. + + + + Creates a from an object using the specified . + + The object that will be used to create . + The that will be used when reading the object. + A with the value of the specified object. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + Creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A , or null. + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + A . + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + The used to select tokens. + A . + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + The used to select tokens. + An of that contains the selected elements. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A new instance of the . + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A object to configure cloning settings. + A new instance of the . + + + + Adds an object to the annotation list of this . + + The annotation to add. + + + + Get the first annotation object of the specified type from this . + + The type of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets the first annotation object of the specified type from this . + + The of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets a collection of annotations of the specified type for this . + + The type of the annotations to retrieve. + An that contains the annotations for this . + + + + Gets a collection of annotations of the specified type for this . + + The of the annotations to retrieve. + An of that contains the annotations that match the specified type for this . + + + + Removes the annotations of the specified type from this . + + The type of annotations to remove. + + + + Removes the annotations of the specified type from this . + + The of annotations to remove. + + + + Compares tokens to determine whether they are equal. + + + + + Determines whether the specified objects are equal. + + The first object of type to compare. + The second object of type to compare. + + true if the specified objects are equal; otherwise, false. + + + + + Returns a hash code for the specified object. + + The for which a hash code is to be returned. + A hash code for the specified object. + The type of is a reference type and is null. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Gets the at the reader's current position. + + + + + Initializes a new instance of the class. + + The token to read from. + + + + Initializes a new instance of the class. + + The token to read from. + The initial path of the token. It is prepended to the returned . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Gets the path of the current JSON token. + + + + + Specifies the type of token. + + + + + No token type has been set. + + + + + A JSON object. + + + + + A JSON array. + + + + + A JSON constructor. + + + + + A JSON object property. + + + + + A comment. + + + + + An integer value. + + + + + A float value. + + + + + A string value. + + + + + A boolean value. + + + + + A null value. + + + + + An undefined value. + + + + + A date value. + + + + + A raw JSON value. + + + + + A collection of bytes value. + + + + + A Guid value. + + + + + A Uri value. + + + + + A TimeSpan value. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets the at the writer's current position. + + + + + Gets the token being written. + + The token being written. + + + + Initializes a new instance of the class writing to the given . + + The container being written to. + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the underlying . + + + + + Closes this writer. + If is set to true, the JSON is auto-completed. + + + Setting to true has no additional effect, since the underlying is a type that cannot be closed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end. + + The token. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes a value. + An error will be raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Represents a value in JSON (string, integer, date, etc). + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Creates a comment with the given value. + + The value. + A comment with the given value. + + + + Creates a string with the given value. + + The value. + A string with the given value. + + + + Creates a null value. + + A null value. + + + + Creates a undefined value. + + A undefined value. + + + + Gets the node type for this . + + The type. + + + + Gets or sets the underlying token value. + + The underlying token value. + + + + Writes this token to a . + + A into which this method will write. + A collection of s which will be used when writing the token. + + + + Indicates whether the current object is equal to another object of the same type. + + + true if the current object is equal to the parameter; otherwise, false. + + An object to compare with this object. + + + + Determines whether the specified is equal to the current . + + The to compare with the current . + + true if the specified is equal to the current ; otherwise, false. + + + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + + + + Returns a that represents this instance. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format provider. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + The format provider. + + A that represents this instance. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object. + + An object to compare with this instance. + + A 32-bit signed integer that indicates the relative order of the objects being compared. The return value has these meanings: + Value + Meaning + Less than zero + This instance is less than . + Zero + This instance is equal to . + Greater than zero + This instance is greater than . + + + is not of the same type as this instance. + + + + + Specifies how line information is handled when loading JSON. + + + + + Ignore line information. + + + + + Load line information. + + + + + Specifies how JSON arrays are merged together. + + + + Concatenate arrays. + + + Union arrays, skipping items that already exist. + + + Replace all array items. + + + Merge array items together, matched by index. + + + + Specifies how null value properties are merged. + + + + + The content's null value properties will be ignored during merging. + + + + + The content's null value properties will be merged. + + + + + Specifies the member serialization options for the . + + + + + All public members are serialized by default. Members can be excluded using or . + This is the default member serialization mode. + + + + + Only members marked with or are serialized. + This member serialization mode can also be set by marking the class with . + + + + + All public and private fields are serialized. Members can be excluded using or . + This member serialization mode can also be set by marking the class with + and setting IgnoreSerializableAttribute on to false. + + + + + Specifies metadata property handling options for the . + + + + + Read metadata properties located at the start of a JSON object. + + + + + Read metadata properties located anywhere in a JSON object. Note that this setting will impact performance. + + + + + Do not try to read metadata properties. + + + + + Specifies missing member handling options for the . + + + + + Ignore a missing member and do not attempt to deserialize it. + + + + + Throw a when a missing member is encountered during deserialization. + + + + + Specifies null value handling options for the . + + + + + + + + + Include null values when serializing and deserializing objects. + + + + + Ignore null values when serializing and deserializing objects. + + + + + Specifies how object creation is handled by the . + + + + + Reuse existing objects, create new objects when needed. + + + + + Only reuse existing objects. + + + + + Always create new objects. + + + + + Specifies reference handling options for the . + Note that references cannot be preserved when a value is set via a non-default constructor such as types that implement . + + + + + + + + Do not preserve references when serializing types. + + + + + Preserve references when serializing into a JSON object structure. + + + + + Preserve references when serializing into a JSON array structure. + + + + + Preserve references when serializing. + + + + + Specifies reference loop handling options for the . + + + + + Throw a when a loop is encountered. + + + + + Ignore loop references and do not serialize. + + + + + Serialize loop references. + + + + + Indicating whether a property is required. + + + + + The property is not required. The default state. + + + + + The property must be defined in JSON but can be a null value. + + + + + The property must be defined in JSON and cannot be a null value. + + + + + The property is not required but it cannot be a null value. + + + + + + Contains the JSON schema extension methods. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + true if the specified is valid; otherwise, false. + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + When this method returns, contains any error messages generated while validating. + + true if the specified is valid; otherwise, false. + + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + The validation event handler. + + + + + An in-memory representation of a JSON Schema. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the id. + + + + + Gets or sets the title. + + + + + Gets or sets whether the object is required. + + + + + Gets or sets whether the object is read-only. + + + + + Gets or sets whether the object is visible to users. + + + + + Gets or sets whether the object is transient. + + + + + Gets or sets the description of the object. + + + + + Gets or sets the types of values allowed by the object. + + The type. + + + + Gets or sets the pattern. + + The pattern. + + + + Gets or sets the minimum length. + + The minimum length. + + + + Gets or sets the maximum length. + + The maximum length. + + + + Gets or sets a number that the value should be divisible by. + + A number that the value should be divisible by. + + + + Gets or sets the minimum. + + The minimum. + + + + Gets or sets the maximum. + + The maximum. + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the minimum attribute (). + + A flag indicating whether the value can not equal the number defined by the minimum attribute (). + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the maximum attribute (). + + A flag indicating whether the value can not equal the number defined by the maximum attribute (). + + + + Gets or sets the minimum number of items. + + The minimum number of items. + + + + Gets or sets the maximum number of items. + + The maximum number of items. + + + + Gets or sets the of items. + + The of items. + + + + Gets or sets a value indicating whether items in an array are validated using the instance at their array position from . + + + true if items are validated using their array position; otherwise, false. + + + + + Gets or sets the of additional items. + + The of additional items. + + + + Gets or sets a value indicating whether additional items are allowed. + + + true if additional items are allowed; otherwise, false. + + + + + Gets or sets whether the array items must be unique. + + + + + Gets or sets the of properties. + + The of properties. + + + + Gets or sets the of additional properties. + + The of additional properties. + + + + Gets or sets the pattern properties. + + The pattern properties. + + + + Gets or sets a value indicating whether additional properties are allowed. + + + true if additional properties are allowed; otherwise, false. + + + + + Gets or sets the required property if this property is present. + + The required property if this property is present. + + + + Gets or sets the a collection of valid enum values allowed. + + A collection of valid enum values allowed. + + + + Gets or sets disallowed types. + + The disallowed types. + + + + Gets or sets the default value. + + The default value. + + + + Gets or sets the collection of that this schema extends. + + The collection of that this schema extends. + + + + Gets or sets the format. + + The format. + + + + Initializes a new instance of the class. + + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The object representing the JSON Schema. + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The to use when resolving schema references. + The object representing the JSON Schema. + + + + Load a from a string that contains JSON Schema. + + A that contains JSON Schema. + A populated from the string that contains JSON Schema. + + + + Load a from a string that contains JSON Schema using the specified . + + A that contains JSON Schema. + The resolver. + A populated from the string that contains JSON Schema. + + + + Writes this schema to a . + + A into which this method will write. + + + + Writes this schema to a using the specified . + + A into which this method will write. + The resolver used. + + + + Returns a that represents the current . + + + A that represents the current . + + + + + + Returns detailed information about the schema exception. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + + Generates a from a specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets how undefined schemas are handled by the serializer. + + + + + Gets or sets the contract resolver. + + The contract resolver. + + + + Generate a from the specified type. + + The type to generate a from. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + + Resolves from an id. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the loaded schemas. + + The loaded schemas. + + + + Initializes a new instance of the class. + + + + + Gets a for the specified reference. + + The id. + A for the specified reference. + + + + + The value types allowed by the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + No type specified. + + + + + String type. + + + + + Float type. + + + + + Integer type. + + + + + Boolean type. + + + + + Object type. + + + + + Array type. + + + + + Null type. + + + + + Any type. + + + + + + Specifies undefined schema Id handling options for the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Do not infer a schema Id. + + + + + Use the .NET type name as the schema Id. + + + + + Use the assembly qualified .NET type name as the schema Id. + + + + + + Returns detailed information related to the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the associated with the validation error. + + The JsonSchemaException associated with the validation error. + + + + Gets the path of the JSON location where the validation error occurred. + + The path of the JSON location where the validation error occurred. + + + + Gets the text description corresponding to the validation error. + + The text description. + + + + + Represents the callback method that will handle JSON schema validation events and the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Allows users to control class loading and mandate what class to load. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + A camel case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Resolves member mappings for a type, camel casing property names. + + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used by to resolve a for a given . + + + + + Gets a value indicating whether members are being get and set using dynamic code generation. + This value is determined by the runtime permissions available. + + + true if using dynamic code generation; otherwise, false. + + + + + Gets or sets a value indicating whether compiler generated members should be serialized. + + + true if serialized compiler generated members; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore IsSpecified members when serializing and deserializing types. + + + true if the IsSpecified members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore ShouldSerialize members when serializing and deserializing types. + + + true if the ShouldSerialize members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets the naming strategy used to resolve how property names and dictionary keys are serialized. + + The naming strategy used to resolve how property names and dictionary keys are serialized. + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Gets the serializable members for the type. + + The type to get serializable members for. + The serializable members for the type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates the constructor parameters. + + The constructor to create properties for. + The type's member properties. + Properties for the given . + + + + Creates a for the given . + + The matching member property. + The constructor parameter. + A created for the given . + + + + Resolves the default for the contract. + + Type of the object. + The contract's default . + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Determines which contract type is created for the given type. + + Type of the object. + A for the given type. + + + + Creates properties for the given . + + The type to create properties for. + /// The member serialization mode for the type. + Properties for the given . + + + + Creates the used by the serializer to get and set values from a member. + + The member. + The used by the serializer to get and set values from a member. + + + + Creates a for the given . + + The member's parent . + The member to create a for. + A created for the given . + + + + Resolves the name of the property. + + Name of the property. + Resolved name of the property. + + + + Resolves the name of the extension data. By default no changes are made to extension data names. + + Name of the extension data. + Resolved name of the extension data. + + + + Resolves the key of the dictionary. By default is used to resolve dictionary keys. + + Key of the dictionary. + Resolved key of the dictionary. + + + + Gets the resolved name of the property. + + Name of the property. + Name of the property. + + + + The default naming strategy. Property names and dictionary keys are unchanged. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + The default serialization binder used when resolving and loading classes from type names. + + + + + Initializes a new instance of the class. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + The type of the object the formatter creates a new instance of. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Provides information surrounding an error. + + + + + Gets the error. + + The error. + + + + Gets the original object that caused the error. + + The original object that caused the error. + + + + Gets the member that caused the error. + + The member that caused the error. + + + + Gets the path of the JSON location where the error occurred. + + The path of the JSON location where the error occurred. + + + + Gets or sets a value indicating whether this is handled. + + true if handled; otherwise, false. + + + + Provides data for the Error event. + + + + + Gets the current object the error event is being raised against. + + The current object the error event is being raised against. + + + + Gets the error context. + + The error context. + + + + Initializes a new instance of the class. + + The current object. + The error context. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides methods to get attributes. + + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Used by to resolve a for a given . + + + + + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used to resolve references when serializing and deserializing JSON by the . + + + + + Resolves a reference to its object. + + The serialization context. + The reference to resolve. + The object that was resolved from the reference. + + + + Gets the reference for the specified object. + + The serialization context. + The object to get a reference for. + The reference to the object. + + + + Determines whether the specified object is referenced. + + The serialization context. + The object to test for a reference. + + true if the specified object is referenced; otherwise, false. + + + + + Adds a reference to the specified object. + + The serialization context. + The reference. + The object to reference. + + + + Allows users to control class loading and mandate what class to load. + + + + + When implemented, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When implemented, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + The that will be used to filter the trace messages passed to the writer. + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Provides methods to get and set values. + + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Contract details for a used by the . + + + + + Gets the of the collection items. + + The of the collection items. + + + + Gets a value indicating whether the collection type is a multidimensional array. + + true if the collection type is a multidimensional array; otherwise, false. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the collection values. + + true if the creator has a parameter with the collection values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the default collection items . + + The converter. + + + + Gets or sets a value indicating whether the collection items preserve object references. + + true if collection items preserve object references; otherwise, false. + + + + Gets or sets the collection item reference loop handling. + + The reference loop handling. + + + + Gets or sets the collection item type name handling. + + The type name handling. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Handles serialization callback events. + + The object that raised the callback event. + The streaming context. + + + + Handles serialization error callback events. + + The object that raised the callback event. + The streaming context. + The error context. + + + + Sets extension data for an object during deserialization. + + The object to set extension data on. + The extension data key. + The extension data value. + + + + Gets extension data for an object during serialization. + + The object to set extension data on. + + + + Contract details for a used by the . + + + + + Gets the underlying type for the contract. + + The underlying type for the contract. + + + + Gets or sets the type created during deserialization. + + The type created during deserialization. + + + + Gets or sets whether this type contract is serialized as a reference. + + Whether this type contract is serialized as a reference. + + + + Gets or sets the default for this contract. + + The converter. + + + + Gets the internally resolved for the contract's type. + This converter is used as a fallback converter when no other converter is resolved. + Setting will always override this converter. + + + + + Gets or sets all methods called immediately after deserialization of the object. + + The methods called immediately after deserialization of the object. + + + + Gets or sets all methods called during deserialization of the object. + + The methods called during deserialization of the object. + + + + Gets or sets all methods called after serialization of the object graph. + + The methods called after serialization of the object graph. + + + + Gets or sets all methods called before serialization of the object. + + The methods called before serialization of the object. + + + + Gets or sets all method called when an error is thrown during the serialization of the object. + + The methods called when an error is thrown during the serialization of the object. + + + + Gets or sets the default creator method used to create the object. + + The default creator method used to create the object. + + + + Gets or sets a value indicating whether the default creator is non-public. + + true if the default object creator is non-public; otherwise, false. + + + + Contract details for a used by the . + + + + + Gets or sets the dictionary key resolver. + + The dictionary key resolver. + + + + Gets the of the dictionary keys. + + The of the dictionary keys. + + + + Gets the of the dictionary values. + + The of the dictionary values. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the dictionary values. + + true if the creator has a parameter with the dictionary values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets the object's properties. + + The object's properties. + + + + Gets or sets the property name resolver. + + The property name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object member serialization. + + The member object serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets the object's properties. + + The object's properties. + + + + Gets a collection of instances that define the parameters used with . + + + + + Gets or sets the function used to create the object. When set this function will override . + This function is called with a collection of arguments which are defined by the collection. + + The function used to create the object. + + + + Gets or sets the extension data setter. + + + + + Gets or sets the extension data getter. + + + + + Gets or sets the extension data value type. + + + + + Gets or sets the extension data name resolver. + + The extension data name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Maps a JSON property to a .NET member or constructor parameter. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the type that declared this property. + + The type that declared this property. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets the name of the underlying member or parameter. + + The name of the underlying member or parameter. + + + + Gets the that will get and set the during serialization. + + The that will get and set the during serialization. + + + + Gets or sets the for this property. + + The for this property. + + + + Gets or sets the type of the property. + + The type of the property. + + + + Gets or sets the for the property. + If set this converter takes precedence over the contract converter for the property type. + + The converter. + + + + Gets or sets the member converter. + + The member converter. + + + + Gets or sets a value indicating whether this is ignored. + + true if ignored; otherwise, false. + + + + Gets or sets a value indicating whether this is readable. + + true if readable; otherwise, false. + + + + Gets or sets a value indicating whether this is writable. + + true if writable; otherwise, false. + + + + Gets or sets a value indicating whether this has a member attribute. + + true if has a member attribute; otherwise, false. + + + + Gets the default value. + + The default value. + + + + Gets or sets a value indicating whether this is required. + + A value indicating whether this is required. + + + + Gets a value indicating whether has a value specified. + + + + + Gets or sets a value indicating whether this property preserves object references. + + + true if this instance is reference; otherwise, false. + + + + + Gets or sets the property null value handling. + + The null value handling. + + + + Gets or sets the property default value handling. + + The default value handling. + + + + Gets or sets the property reference loop handling. + + The reference loop handling. + + + + Gets or sets the property object creation handling. + + The object creation handling. + + + + Gets or sets or sets the type name handling. + + The type name handling. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets a predicate used to determine whether the property should be deserialized. + + A predicate used to determine whether the property should be deserialized. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets an action used to set whether the property has been deserialized. + + An action used to set whether the property has been deserialized. + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Gets or sets the converter used when serializing the property's collection items. + + The collection's items converter. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + A collection of objects. + + + + + Initializes a new instance of the class. + + The type. + + + + When implemented in a derived class, extracts the key from the specified element. + + The element from which to extract the key. + The key for the specified element. + + + + Adds a object. + + The property to add to the collection. + + + + Gets the closest matching object. + First attempts to get an exact case match of and then + a case insensitive match. + + Name of the property. + A matching property if found. + + + + Gets a property by property name. + + The name of the property to get. + Type property name string comparison. + A matching property if found. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Lookup and create an instance of the type described by the argument. + + The type to create. + Optional arguments to pass to an initializing constructor of the JsonConverter. + If null, the default constructor is used. + + + + A kebab case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Represents a trace writer that writes to memory. When the trace message limit is + reached then old trace messages will be removed as new messages are added. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Initializes a new instance of the class. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Returns an enumeration of the most recent trace messages. + + An enumeration of the most recent trace messages. + + + + Returns a of the most recent trace messages. + + + A of the most recent trace messages. + + + + + A base class for resolving how property names and dictionary keys are serialized. + + + + + A flag indicating whether dictionary keys should be processed. + Defaults to false. + + + + + A flag indicating whether extension data names should be processed. + Defaults to false. + + + + + A flag indicating whether explicitly specified property names, + e.g. a property name customized with a , should be processed. + Defaults to false. + + + + + Gets the serialized name for a given property name. + + The initial property name. + A flag indicating whether the property has had a name explicitly specified. + The serialized property name. + + + + Gets the serialized name for a given extension data name. + + The initial extension data name. + The serialized extension data name. + + + + Gets the serialized key for a given dictionary key. + + The initial dictionary key. + The serialized dictionary key. + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Hash code calculation + + + + + + Object equality implementation + + + + + + + Compare to another NamingStrategy + + + + + + + Represents a method that constructs an object. + + The object type to create. + + + + When applied to a method, specifies that the method is called when an error occurs serializing an object. + + + + + Provides methods to get attributes from a , , or . + + + + + Initializes a new instance of the class. + + The instance to get attributes for. This parameter should be a , , or . + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Get and set values for a using reflection. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + A snake case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Specifies how strings are escaped when writing JSON text. + + + + + Only control characters (e.g. newline) are escaped. + + + + + All non-ASCII and control characters (e.g. newline) are escaped. + + + + + HTML (<, >, &, ', ") and control characters (e.g. newline) are escaped. + + + + + Specifies what messages to output for the class. + + + + + Output no tracing and debugging messages. + + + + + Output error-handling messages. + + + + + Output warnings and error-handling messages. + + + + + Output informational messages, warnings, and error-handling messages. + + + + + Output all debugging and tracing messages. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the LoadWithPartialName method of the class is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The Load method of the class is used to load the assembly. + + + + + Specifies type name handling options for the . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Do not include the .NET type name when serializing types. + + + + + Include the .NET type name when serializing into a JSON object structure. + + + + + Include the .NET type name when serializing into a JSON array structure. + + + + + Always include the .NET type name when serializing. + + + + + Include the .NET type name when the type of the object being serialized is not the same as its declared type. + Note that this doesn't include the root serialized object by default. To include the root object's type name in JSON + you must specify a root type object with + or . + + + + + Determines whether the collection is null or empty. + + The collection. + + true if the collection is null or empty; otherwise, false. + + + + + Adds the elements of the specified collection to the specified generic . + + The list to add to. + The collection of elements to add. + + + + Converts the value to the specified type. If the value is unable to be converted, the + value is checked whether it assignable to the specified type. + + The value to convert. + The culture to use when converting. + The type to convert or cast the value to. + + The converted type. If conversion was unsuccessful, the initial value + is returned if assignable to the target type. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic that returns a result + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Returns a Restrictions object which includes our current restrictions merged + with a restriction limiting our type + + + + + Helper class for serializing immutable collections. + Note that this is used by all builds, even those that don't support immutable collections, in case the DLL is GACed + https://github.com/JamesNK/Newtonsoft.Json/issues/652 + + + + + List of primitive types which can be widened. + + + + + Widening masks for primitive types above. + Index of the value in this array defines a type we're widening, + while the bits in mask define types it can be widened to (including itself). + + For example, value at index 0 defines a bool type, and it only has bit 0 set, + i.e. bool values can be assigned only to bool. + + + + + Checks if value of primitive type can be + assigned to parameter of primitive type . + + Source primitive type. + Target primitive type. + true if source type can be widened to target type, false otherwise. + + + + Checks if a set of values with given can be used + to invoke a method with specified . + + Method parameters. + Argument types. + Try to pack extra arguments into the last parameter when it is marked up with . + true if method can be called with given arguments, false otherwise. + + + + Compares two sets of parameters to determine + which one suits better for given argument types. + + + + + Returns a best method overload for given argument . + + List of method candidates. + Argument types. + Best method overload, or null if none matched. + + + + Gets the type of the typed collection's items. + + The type. + The type of the typed collection's items. + + + + Gets the member's underlying type. + + The member. + The underlying type of the member. + + + + Determines whether the property is an indexed property. + + The property. + + true if the property is an indexed property; otherwise, false. + + + + + Gets the member's value on the object. + + The member. + The target object. + The member's value on the object. + + + + Sets the member's value on the target object. + + The member. + The target. + The value. + + + + Determines whether the specified MemberInfo can be read. + + The MemberInfo to determine whether can be read. + /// if set to true then allow the member to be gotten non-publicly. + + true if the specified MemberInfo can be read; otherwise, false. + + + + + Determines whether the specified MemberInfo can be set. + + The MemberInfo to determine whether can be set. + if set to true then allow the member to be set non-publicly. + if set to true then allow the member to be set if read-only. + + true if the specified MemberInfo can be set; otherwise, false. + + + + + Builds a string. Unlike this class lets you reuse its internal buffer. + + + + + Determines whether the string is all white space. Empty string will return false. + + The string to test whether it is all white space. + + true if the string is all white space; otherwise, false. + + + + + Specifies the state of the . + + + + + An exception has been thrown, which has left the in an invalid state. + You may call the method to put the in the Closed state. + Any other method calls result in an being thrown. + + + + + The method has been called. + + + + + An object is being written. + + + + + An array is being written. + + + + + A constructor is being written. + + + + + A property is being written. + + + + + A write method has not been called. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the method is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The is used to load the assembly. + + + + Specifies that an output will not be null even if the corresponding type allows it. + + + Specifies that when a method returns , the parameter will not be null even if the corresponding type allows it. + + + Initializes the attribute with the specified return value condition. + + The return value condition. If the method returns this value, the associated parameter will not be null. + + + + Gets the return value condition. + + + Specifies that an output may be null even if the corresponding type disallows it. + + + Specifies that null is allowed as an input even if the corresponding type disallows it. + + + + Specifies that the method will not return if the associated Boolean parameter is passed the specified value. + + + + + Initializes a new instance of the class. + + + The condition parameter value. Code after the method will be considered unreachable by diagnostics if the argument to + the associated parameter matches this value. + + + + Gets the condition parameter value. + + + diff --git a/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.3/Newtonsoft.Json.dll b/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.3/Newtonsoft.Json.dll new file mode 100644 index 0000000..b683225 Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.3/Newtonsoft.Json.dll differ diff --git a/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.3/Newtonsoft.Json.xml b/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.3/Newtonsoft.Json.xml new file mode 100644 index 0000000..4de49a7 --- /dev/null +++ b/packages/Newtonsoft.Json.13.0.3/lib/netstandard1.3/Newtonsoft.Json.xml @@ -0,0 +1,11173 @@ + + + + Newtonsoft.Json + + + + + Represents a BSON Oid (object id). + + + + + Gets or sets the value of the Oid. + + The value of the Oid. + + + + Initializes a new instance of the class. + + The Oid value. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized BSON data. + + + + + Gets or sets a value indicating whether binary data reading should be compatible with incorrect Json.NET 3.5 written binary. + + + true if binary data reading will be compatible with incorrect Json.NET 3.5 written binary; otherwise, false. + + + + + Gets or sets a value indicating whether the root object will be read as a JSON array. + + + true if the root object will be read as a JSON array; otherwise, false. + + + + + Gets or sets the used when reading values from BSON. + + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating BSON data. + + + + + Gets or sets the used when writing values to BSON. + When set to no conversion will occur. + + The used when writing values to BSON. + + + + Initializes a new instance of the class. + + The to write to. + + + + Initializes a new instance of the class. + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying stream. + + + + + Writes the end. + + The token. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes the beginning of a JSON array. + + + + + Writes the beginning of a JSON object. + + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value that represents a BSON object id. + + The Object ID value to write. + + + + Writes a BSON regex. + + The regex pattern. + The regex options. + + + + Specifies how constructors are used when initializing objects during deserialization by the . + + + + + First attempt to use the public default constructor, then fall back to a single parameterized constructor, then to the non-public default constructor. + + + + + Json.NET will use a non-public default constructor before falling back to a parameterized constructor. + + + + + Converts a binary value to and from a base 64 string value. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Creates a custom object. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Creates an object which will then be populated by the serializer. + + Type of the object. + The created object. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Provides a base class for converting a to and from JSON. + + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a F# discriminated union type to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from the ISO 8601 date format (e.g. "2008-04-12T12:53Z"). + + + + + Gets or sets the date time styles used when converting a date to and from JSON. + + The date time styles used when converting a date to and from JSON. + + + + Gets or sets the date time format used when converting a date to and from JSON. + + The date time format used when converting a date to and from JSON. + + + + Gets or sets the culture used when converting a date to and from JSON. + + The culture used when converting a date to and from JSON. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Converts a to and from a JavaScript Date constructor (e.g. new Date(52231943)). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from its name string value. + + + + + Gets or sets a value indicating whether the written enum text should be camel case. + The default value is false. + + true if the written enum text will be camel case; otherwise, false. + + + + Gets or sets the naming strategy used to resolve how enum text is written. + + The naming strategy used to resolve how enum text is written. + + + + Gets or sets a value indicating whether integer values are allowed when serializing and deserializing. + The default value is true. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + true if the written enum text will be camel case; otherwise, false. + + + + Initializes a new instance of the class. + + The naming strategy used to resolve how enum text is written. + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from Unix epoch time + + + + + Gets or sets a value indicating whether the dates before Unix epoch + should converted to and from JSON. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from a string (e.g. "1.2.3.4"). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts XML to and from JSON. + + + + + Gets or sets the name of the root element to insert when deserializing to XML if the JSON structure has produced multiple root elements. + + The name of the deserialized root element. + + + + Gets or sets a value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + true if the array attribute is written to the XML; otherwise, false. + + + + Gets or sets a value indicating whether to write the root JSON object. + + true if the JSON root object is omitted; otherwise, false. + + + + Gets or sets a value indicating whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + true if special characters are encoded; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The calling serializer. + The value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Checks if the is a namespace attribute. + + Attribute name to test. + The attribute name prefix if it has one, otherwise an empty string. + true if attribute name is for a namespace attribute, otherwise false. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Specifies how dates are formatted when writing JSON text. + + + + + Dates are written in the ISO 8601 format, e.g. "2012-03-21T05:40Z". + + + + + Dates are written in the Microsoft JSON format, e.g. "\/Date(1198908717056)\/". + + + + + Specifies how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON text. + + + + + Date formatted strings are not parsed to a date type and are read as strings. + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Specifies how to treat the time value when converting between string and . + + + + + Treat as local time. If the object represents a Coordinated Universal Time (UTC), it is converted to the local time. + + + + + Treat as a UTC. If the object represents a local time, it is converted to a UTC. + + + + + Treat as a local time if a is being converted to a string. + If a string is being converted to , convert to a local time if a time zone is specified. + + + + + Time zone information should be preserved when converting. + + + + + The default JSON name table implementation. + + + + + Initializes a new instance of the class. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Adds the specified string into name table. + + The string to add. + This method is not thread-safe. + The resolved string. + + + + Specifies default value handling options for the . + + + + + + + + + Include members where the member value is the same as the member's default value when serializing objects. + Included members are written to JSON. Has no effect when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + so that it is not written to JSON. + This option will ignore all default values (e.g. null for objects and nullable types; 0 for integers, + decimals and floating point numbers; and false for booleans). The default value ignored can be changed by + placing the on the property. + + + + + Members with a default value but no JSON will be set to their default value when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + and set members to their default value when deserializing. + + + + + Specifies float format handling options when writing special floating point numbers, e.g. , + and with . + + + + + Write special floating point values as strings in JSON, e.g. "NaN", "Infinity", "-Infinity". + + + + + Write special floating point values as symbols in JSON, e.g. NaN, Infinity, -Infinity. + Note that this will produce non-valid JSON. + + + + + Write special floating point values as the property's default value in JSON, e.g. 0.0 for a property, null for a of property. + + + + + Specifies how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Floating point numbers are parsed to . + + + + + Floating point numbers are parsed to . + + + + + Specifies formatting options for the . + + + + + No special formatting is applied. This is the default. + + + + + Causes child objects to be indented according to the and settings. + + + + + Provides an interface for using pooled arrays. + + The array type content. + + + + Rent an array from the pool. This array must be returned when it is no longer needed. + + The minimum required length of the array. The returned array may be longer. + The rented array from the pool. This array must be returned when it is no longer needed. + + + + Return an array to the pool. + + The array that is being returned. + + + + Provides an interface to enable a class to return line and position information. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + The current line number or 0 if no line information is available (for example, when returns false). + + + + Gets the current line position. + + The current line position or 0 if no line information is available (for example, when returns false). + + + + Instructs the how to serialize the collection. + + + + + Gets or sets a value indicating whether null items are allowed in the collection. + + true if null items are allowed in the collection; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with a flag indicating whether the array can contain null items. + + A flag indicating whether the array can contain null items. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to use the specified constructor when deserializing that object. + + + + + Instructs the how to serialize the object. + + + + + Gets or sets the id. + + The id. + + + + Gets or sets the title. + + The title. + + + + Gets or sets the description. + + The description. + + + + Gets or sets the collection's items converter. + + The collection's items converter. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets a value that indicates whether to preserve object references. + + + true to keep object reference; otherwise, false. The default is false. + + + + + Gets or sets a value that indicates whether to preserve collection's items references. + + + true to keep collection's items object references; otherwise, false. The default is false. + + + + + Gets or sets the reference loop handling used when serializing the collection's items. + + The reference loop handling. + + + + Gets or sets the type name handling used when serializing the collection's items. + + The type name handling. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Provides methods for converting between .NET types and JSON types. + + + + + + + + Gets or sets a function that creates default . + Default settings are automatically used by serialization methods on , + and and on . + To serialize without using any default settings create a with + . + + + + + Represents JavaScript's boolean value true as a string. This field is read-only. + + + + + Represents JavaScript's boolean value false as a string. This field is read-only. + + + + + Represents JavaScript's null as a string. This field is read-only. + + + + + Represents JavaScript's undefined as a string. This field is read-only. + + + + + Represents JavaScript's positive infinity as a string. This field is read-only. + + + + + Represents JavaScript's negative infinity as a string. This field is read-only. + + + + + Represents JavaScript's NaN as a string. This field is read-only. + + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + The time zone handling when the date is converted to a string. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + The string escape handling. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Serializes the specified object to a JSON string. + + The object to serialize. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting. + + The object to serialize. + Indicates how the output should be formatted. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a collection of . + + The object to serialize. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting and a collection of . + + The object to serialize. + Indicates how the output should be formatted. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Deserializes the JSON to a .NET object. + + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to a .NET object using . + + The JSON to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The JSON to deserialize. + The of object being deserialized. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The type of the object to deserialize to. + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the given anonymous type. + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the given anonymous type using . + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The type of the object to deserialize to. + The JSON to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The type of the object to deserialize to. + The object to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The JSON to deserialize. + The type of the object to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The JSON to deserialize. + The type of the object to deserialize to. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Populates the object with values from the JSON string. + + The JSON to populate values from. + The target object to populate values onto. + + + + Populates the object with values from the JSON string using . + + The JSON to populate values from. + The target object to populate values onto. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + + + + Serializes the to a JSON string. + + The node to serialize. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to serialize. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Serializes the to a JSON string. + + The node to convert to JSON. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to convert to JSON. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Converts an object to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can read JSON. + + true if this can read JSON; otherwise, false. + + + + Gets a value indicating whether this can write JSON. + + true if this can write JSON; otherwise, false. + + + + Converts an object to and from JSON. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. If there is no existing value then null will be used. + The existing value has a value. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Instructs the to use the specified when serializing the member or class. + + + + + Gets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + + + + + Initializes a new instance of the class. + + Type of the . + + + + Initializes a new instance of the class. + + Type of the . + Parameter list to use when constructing the . Can be null. + + + + Represents a collection of . + + + + + Instructs the how to serialize the collection. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to deserialize properties with no matching class member into the specified collection + and write values during serialization. + + + + + Gets or sets a value that indicates whether to write extension data when serializing the object. + + + true to write extension data when serializing the object; otherwise, false. The default is true. + + + + + Gets or sets a value that indicates whether to read extension data when deserializing the object. + + + true to read extension data when deserializing the object; otherwise, false. The default is true. + + + + + Initializes a new instance of the class. + + + + + Instructs the not to serialize the public field or public read/write property value. + + + + + Base class for a table of atomized string objects. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Instructs the how to serialize the object. + + + + + Gets or sets the member serialization. + + The member serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified member serialization. + + The member serialization. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to always serialize the member with the specified name. + + + + + Gets or sets the type used when serializing the property's collection items. + + The collection's items type. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the null value handling used when serializing this property. + + The null value handling. + + + + Gets or sets the default value handling used when serializing this property. + + The default value handling. + + + + Gets or sets the reference loop handling used when serializing this property. + + The reference loop handling. + + + + Gets or sets the object creation handling used when deserializing this property. + + The object creation handling. + + + + Gets or sets the type name handling used when serializing this property. + + The type name handling. + + + + Gets or sets whether this property's value is serialized as a reference. + + Whether this property's value is serialized as a reference. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets a value indicating whether this property is required. + + + A value indicating whether this property is required. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified name. + + Name of the property. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously skips the children of the current token. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Specifies the state of the reader. + + + + + A read method has not been called. + + + + + The end of the file has been reached successfully. + + + + + Reader is at a property. + + + + + Reader is at the start of an object. + + + + + Reader is in an object. + + + + + Reader is at the start of an array. + + + + + Reader is in an array. + + + + + The method has been called. + + + + + Reader has just read a value. + + + + + Reader is at the start of a constructor. + + + + + Reader is in a constructor. + + + + + An error occurred that prevents the read operation from continuing. + + + + + The end of the file has been reached successfully. + + + + + Gets the current reader state. + + The current reader state. + + + + Gets or sets a value indicating whether the source should be closed when this reader is closed. + + + true to close the source when this reader is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether multiple pieces of JSON content can + be read from a continuous stream without erroring. + + + true to support reading multiple pieces of JSON content; otherwise false. + The default is false. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + Gets or sets how time zones are handled when reading JSON. + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Gets or sets how custom date formatted strings are parsed when reading JSON. + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets the type of the current JSON token. + + + + + Gets the text value of the current JSON token. + + + + + Gets the .NET type for the current JSON token. + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets or sets the culture used when reading JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Reads the next JSON token from the source. + + true if the next token was read successfully; false if there are no more tokens to read. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Skips the children of the current token. + + + + + Sets the current token. + + The new token. + + + + Sets the current token and value. + + The new token. + The value. + + + + Sets the current token and value. + + The new token. + The value. + A flag indicating whether the position index inside an array should be updated. + + + + Sets the state based on current token type. + + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Changes the reader's state to . + If is set to true, the source is also closed. + + + + + The exception thrown when an error occurs while reading JSON text. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to always serialize the member, and to require that the member has a value. + + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Serializes and deserializes objects into and from the JSON format. + The enables you to control how objects are encoded into JSON. + + + + + Occurs when the errors during serialization and deserialization. + + + + + Gets or sets the used by the serializer when resolving references. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + + + + Gets or sets how reference loops (e.g. a class referencing itself) is handled. + The default value is . + + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets a collection that will be used during serialization. + + Collection that will be used during serialization. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets a value indicating whether there will be a check for additional JSON content after deserializing an object. + The default value is false. + + + true if there will be a check for additional JSON content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Creates a new instance. + The will not use default settings + from . + + + A new instance. + The will not use default settings + from . + + + + + Creates a new instance using the specified . + The will not use default settings + from . + + The settings to be applied to the . + + A new instance using the specified . + The will not use default settings + from . + + + + + Creates a new instance. + The will use default settings + from . + + + A new instance. + The will use default settings + from . + + + + + Creates a new instance using the specified . + The will use default settings + from as well as the specified . + + The settings to be applied to the . + + A new instance using the specified . + The will use default settings + from as well as the specified . + + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Deserializes the JSON structure contained by the specified . + + The that contains the JSON structure to deserialize. + The being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The type of the object to deserialize. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is Auto to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Specifies the settings on a object. + + + + + Gets or sets how reference loops (e.g. a class referencing itself) are handled. + The default value is . + + Reference loop handling. + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + Missing member handling. + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + Null value handling. + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + The default value handling. + + + + Gets or sets a collection that will be used during serialization. + + The converters. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + The preserve references handling. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + The type name handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + The contract resolver. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets the used by the serializer when resolving references. + + The reference resolver. + + + + Gets or sets a function that creates the used by the serializer when resolving references. + + A function that creates the used by the serializer when resolving references. + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the error handler called during serialization and deserialization. + + The error handler called during serialization and deserialization. + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets a value indicating whether there will be a check for additional content after deserializing an object. + The default value is false. + + + true if there will be a check for additional content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + using values copied from the passed in . + + + + + Represents a reader that provides fast, non-cached, forward-only access to JSON text data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Initializes a new instance of the class with the specified . + + The containing the JSON data to read. + + + + Gets or sets the reader's property name table. + + + + + Gets or sets the reader's character buffer pool. + + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + + The current line number or 0 if no line information is available (for example, returns false). + + + + + Gets the current line position. + + + The current line position or 0 if no line information is available (for example, returns false). + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Gets or sets the writer's character array pool. + + + + + Gets or sets how many s to write for each level in the hierarchy when is set to . + + + + + Gets or sets which character to use to quote attribute values. + + + + + Gets or sets which character to use for indenting when is set to . + + + + + Gets or sets a value indicating whether object names will be surrounded with quotes. + + + + + Initializes a new instance of the class using the specified . + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying . + + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the specified end token. + + The end token to write. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Specifies the type of JSON token. + + + + + This is returned by the if a read method has not been called. + + + + + An object start token. + + + + + An array start token. + + + + + A constructor start token. + + + + + An object property name. + + + + + A comment. + + + + + Raw JSON. + + + + + An integer. + + + + + A float. + + + + + A string. + + + + + A boolean. + + + + + A null token. + + + + + An undefined token. + + + + + An object end token. + + + + + An array end token. + + + + + A constructor end token. + + + + + A Date. + + + + + Byte data. + + + + + + Represents a reader that provides validation. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Sets an event handler for receiving schema validation errors. + + + + + Gets the text value of the current JSON token. + + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + + Gets the type of the current JSON token. + + + + + + Gets the .NET type for the current JSON token. + + + + + + Initializes a new instance of the class that + validates the content returned from the given . + + The to read from while validating. + + + + Gets or sets the schema. + + The schema. + + + + Gets the used to construct this . + + The specified in the constructor. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a []. + + + A [] or null if the next JSON token is null. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously ets the state of the . + + The being written. + The value being written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Gets or sets a value indicating whether the destination should be closed when this writer is closed. + + + true to close the destination when this writer is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether the JSON should be auto-completed when this writer is closed. + + + true to auto-complete the JSON when this writer is closed; otherwise false. The default is true. + + + + + Gets the top. + + The top. + + + + Gets the state of the writer. + + + + + Gets the path of the writer. + + + + + Gets or sets a value indicating how JSON text output should be formatted. + + + + + Gets or sets how dates are written to JSON text. + + + + + Gets or sets how time zones are handled when writing JSON text. + + + + + Gets or sets how strings are escaped when writing JSON text. + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written to JSON text. + + + + + Gets or sets how and values are formatted when writing JSON text. + + + + + Gets or sets the culture used when writing JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the destination and also flushes the destination. + + + + + Closes this writer. + If is set to true, the destination is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the end of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the end of an array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end constructor. + + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes the end of the current JSON object or array. + + + + + Writes the current token and its children. + + The to read the token from. + + + + Writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + + + + Writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + + + + Writes the token. + + The to write. + + + + Writes the specified end token. + + The end token to write. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON without changing the writer's state. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Sets the state of the . + + The being written. + The value being written. + + + + The exception thrown when an error occurs while writing JSON text. + + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class + with a specified error message, JSON path and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Specifies how JSON comments are handled when loading JSON. + + + + + Ignore comments. + + + + + Load comments as a with type . + + + + + Specifies how duplicate property names are handled when loading JSON. + + + + + Replace the existing value when there is a duplicate property. The value of the last property in the JSON object will be used. + + + + + Ignore the new value when there is a duplicate property. The value of the first property in the JSON object will be used. + + + + + Throw a when a duplicate property is encountered. + + + + + Contains the LINQ to JSON extension methods. + + + + + Returns a collection of tokens that contains the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the descendants of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, and the descendants of every token in the source collection. + + + + Returns a collection of child properties of every object in the source collection. + + An of that contains the source collection. + An of that contains the properties of every object in the source collection. + + + + Returns a collection of child values of every object in the source collection with the given key. + + An of that contains the source collection. + The token key. + An of that contains the values of every token in the source collection with the given key. + + + + Returns a collection of child values of every object in the source collection. + + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child values of every object in the source collection with the given key. + + The type to convert the values to. + An of that contains the source collection. + The token key. + An that contains the converted values of every token in the source collection with the given key. + + + + Returns a collection of converted child values of every object in the source collection. + + The type to convert the values to. + An of that contains the source collection. + An that contains the converted values of every token in the source collection. + + + + Converts the value. + + The type to convert the value to. + A cast as a of . + A converted value. + + + + Converts the value. + + The source collection type. + The type to convert the value to. + A cast as a of . + A converted value. + + + + Returns a collection of child tokens of every array in the source collection. + + The source collection type. + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child tokens of every array in the source collection. + + An of that contains the source collection. + The type to convert the values to. + The source collection type. + An that contains the converted values of every token in the source collection. + + + + Returns the input typed as . + + An of that contains the source collection. + The input typed as . + + + + Returns the input typed as . + + The source collection type. + An of that contains the source collection. + The input typed as . + + + + Represents a collection of objects. + + The type of token. + + + + Gets the of with the specified key. + + + + + + Represents a JSON array. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Loads an from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads an from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the at the specified index. + + + + + + Determines the index of a specific item in the . + + The object to locate in the . + + The index of if found in the list; otherwise, -1. + + + + + Inserts an item to the at the specified index. + + The zero-based index at which should be inserted. + The object to insert into the . + + is not a valid index in the . + + + + + Removes the item at the specified index. + + The zero-based index of the item to remove. + + is not a valid index in the . + + + + + Returns an enumerator that iterates through the collection. + + + A of that can be used to iterate through the collection. + + + + + Adds an item to the . + + The object to add to the . + + + + Removes all items from the . + + + + + Determines whether the contains a specific value. + + The object to locate in the . + + true if is found in the ; otherwise, false. + + + + + Copies the elements of the to an array, starting at a particular array index. + + The array. + Index of the array. + + + + Gets a value indicating whether the is read-only. + + true if the is read-only; otherwise, false. + + + + Removes the first occurrence of a specific object from the . + + The object to remove from the . + + true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . + + + + + Represents a JSON constructor. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets or sets the name of this constructor. + + The constructor name. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name. + + The constructor name. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a token that can contain other tokens. + + + + + Occurs when the items list of the collection has changed, or the collection is reset. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Raises the event. + + The instance containing the event data. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Get the first child token of this token. + + + A containing the first child token of the . + + + + + Get the last child token of this token. + + + A containing the last child token of the . + + + + + Returns a collection of the child tokens of this token, in document order. + + + An of containing the child tokens of this , in document order. + + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + + A containing the child values of this , in document order. + + + + + Returns a collection of the descendant tokens for this token in document order. + + An of containing the descendant tokens of the . + + + + Returns a collection of the tokens that contain this token, and all descendant tokens of this token, in document order. + + An of containing this token, and all the descendant tokens of the . + + + + Adds the specified content as children of this . + + The content to be added. + + + + Adds the specified content as the first children of this . + + The content to be added. + + + + Creates a that can be used to add tokens to the . + + A that is ready to have content written to it. + + + + Replaces the child nodes of this token with the specified content. + + The content. + + + + Removes the child nodes from this token. + + + + + Merge the specified content into this . + + The content to be merged. + + + + Merge the specified content into this using . + + The content to be merged. + The used to merge the content. + + + + Gets the count of child JSON tokens. + + The count of child JSON tokens. + + + + Represents a collection of objects. + + The type of token. + + + + An empty collection of objects. + + + + + Initializes a new instance of the struct. + + The enumerable. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Gets the of with the specified key. + + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Represents a JSON object. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Occurs when a property value changes. + + + + + Occurs when a property value is changing. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Gets the node type for this . + + The type. + + + + Gets an of of this object's properties. + + An of of this object's properties. + + + + Gets a with the specified name. + + The property name. + A with the specified name or null. + + + + Gets the with the specified name. + The exact name will be searched for first and if no matching property is found then + the will be used to match a property. + + The property name. + One of the enumeration values that specifies how the strings will be compared. + A matched with the specified name or null. + + + + Gets a of of this object's property values. + + A of of this object's property values. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the with the specified property name. + + + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified property name. + + Name of the property. + The with the specified property name. + + + + Gets the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + One of the enumeration values that specifies how the strings will be compared. + The with the specified property name. + + + + Tries to get the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + The value. + One of the enumeration values that specifies how the strings will be compared. + true if a value was successfully retrieved; otherwise, false. + + + + Adds the specified property name. + + Name of the property. + The value. + + + + Determines whether the JSON object has the specified property name. + + Name of the property. + true if the JSON object has the specified property name; otherwise, false. + + + + Removes the property with the specified name. + + Name of the property. + true if item was successfully removed; otherwise, false. + + + + Tries to get the with the specified property name. + + Name of the property. + The value. + true if a value was successfully retrieved; otherwise, false. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Represents a JSON property. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the property name. + + The property name. + + + + Gets or sets the property value. + + The property value. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a raw JSON string. + + + + + Asynchronously creates an instance of with the content of the reader's current token. + + The reader. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns an instance of with the content of the reader's current token. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class. + + The raw json. + + + + Creates an instance of with the content of the reader's current token. + + The reader. + An instance of with the content of the reader's current token. + + + + Specifies the settings used when cloning JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets a flag that indicates whether to copy annotations when cloning a . + The default value is true. + + + A flag that indicates whether to copy annotations when cloning a . + + + + + Specifies the settings used when loading JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets how JSON comments are handled when loading JSON. + The default value is . + + The JSON comment handling. + + + + Gets or sets how JSON line info is handled when loading JSON. + The default value is . + + The JSON line info handling. + + + + Gets or sets how duplicate property names in JSON objects are handled when loading JSON. + The default value is . + + The JSON duplicate property name handling. + + + + Specifies the settings used when merging JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets the method used when merging JSON arrays. + + The method used when merging JSON arrays. + + + + Gets or sets how null value properties are merged. + + How null value properties are merged. + + + + Gets or sets the comparison used to match property names while merging. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + The comparison used to match property names while merging. + + + + Specifies the settings used when selecting JSON. + + + + + Gets or sets a timeout that will be used when executing regular expressions. + + The timeout that will be used when executing regular expressions. + + + + Gets or sets a flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + A flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + + + Represents an abstract JSON token. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Writes this token to a asynchronously. + + A into which this method will write. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Gets a comparer that can compare two tokens for value equality. + + A that can compare two nodes for value equality. + + + + Gets or sets the parent. + + The parent. + + + + Gets the root of this . + + The root of this . + + + + Gets the node type for this . + + The type. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Compares the values of two tokens, including the values of all descendant tokens. + + The first to compare. + The second to compare. + true if the tokens are equal; otherwise false. + + + + Gets the next sibling token of this node. + + The that contains the next sibling token. + + + + Gets the previous sibling token of this node. + + The that contains the previous sibling token. + + + + Gets the path of the JSON token. + + + + + Adds the specified content immediately after this token. + + A content object that contains simple content or a collection of content objects to be added after this token. + + + + Adds the specified content immediately before this token. + + A content object that contains simple content or a collection of content objects to be added before this token. + + + + Returns a collection of the ancestor tokens of this token. + + A collection of the ancestor tokens of this token. + + + + Returns a collection of tokens that contain this token, and the ancestors of this token. + + A collection of tokens that contain this token, and the ancestors of this token. + + + + Returns a collection of the sibling tokens after this token, in document order. + + A collection of the sibling tokens after this tokens, in document order. + + + + Returns a collection of the sibling tokens before this token, in document order. + + A collection of the sibling tokens before this token, in document order. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets the with the specified key converted to the specified type. + + The type to convert the token to. + The token key. + The converted token value. + + + + Get the first child token of this token. + + A containing the first child token of the . + + + + Get the last child token of this token. + + A containing the last child token of the . + + + + Returns a collection of the child tokens of this token, in document order. + + An of containing the child tokens of this , in document order. + + + + Returns a collection of the child tokens of this token, in document order, filtered by the specified type. + + The type to filter the child tokens on. + A containing the child tokens of this , in document order. + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + A containing the child values of this , in document order. + + + + Removes this token from its parent. + + + + + Replaces this token with the specified token. + + The value. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Returns the indented JSON for this token. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + The indented JSON for this token. + + + + + Returns the JSON for this token using the given formatting and converters. + + Indicates how the output should be formatted. + A collection of s which will be used when writing the token. + The JSON for this token using the given formatting and converters. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to []. + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from [] to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Creates a for this token. + + A that can be used to read this token and its descendants. + + + + Creates a from an object. + + The object that will be used to create . + A with the value of the specified object. + + + + Creates a from an object using the specified . + + The object that will be used to create . + The that will be used when reading the object. + A with the value of the specified object. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + Creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A , or null. + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + A . + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + The used to select tokens. + A . + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + The used to select tokens. + An of that contains the selected elements. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A new instance of the . + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A object to configure cloning settings. + A new instance of the . + + + + Adds an object to the annotation list of this . + + The annotation to add. + + + + Get the first annotation object of the specified type from this . + + The type of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets the first annotation object of the specified type from this . + + The of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets a collection of annotations of the specified type for this . + + The type of the annotations to retrieve. + An that contains the annotations for this . + + + + Gets a collection of annotations of the specified type for this . + + The of the annotations to retrieve. + An of that contains the annotations that match the specified type for this . + + + + Removes the annotations of the specified type from this . + + The type of annotations to remove. + + + + Removes the annotations of the specified type from this . + + The of annotations to remove. + + + + Compares tokens to determine whether they are equal. + + + + + Determines whether the specified objects are equal. + + The first object of type to compare. + The second object of type to compare. + + true if the specified objects are equal; otherwise, false. + + + + + Returns a hash code for the specified object. + + The for which a hash code is to be returned. + A hash code for the specified object. + The type of is a reference type and is null. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Gets the at the reader's current position. + + + + + Initializes a new instance of the class. + + The token to read from. + + + + Initializes a new instance of the class. + + The token to read from. + The initial path of the token. It is prepended to the returned . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Gets the path of the current JSON token. + + + + + Specifies the type of token. + + + + + No token type has been set. + + + + + A JSON object. + + + + + A JSON array. + + + + + A JSON constructor. + + + + + A JSON object property. + + + + + A comment. + + + + + An integer value. + + + + + A float value. + + + + + A string value. + + + + + A boolean value. + + + + + A null value. + + + + + An undefined value. + + + + + A date value. + + + + + A raw JSON value. + + + + + A collection of bytes value. + + + + + A Guid value. + + + + + A Uri value. + + + + + A TimeSpan value. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets the at the writer's current position. + + + + + Gets the token being written. + + The token being written. + + + + Initializes a new instance of the class writing to the given . + + The container being written to. + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the underlying . + + + + + Closes this writer. + If is set to true, the JSON is auto-completed. + + + Setting to true has no additional effect, since the underlying is a type that cannot be closed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end. + + The token. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes a value. + An error will be raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Represents a value in JSON (string, integer, date, etc). + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Creates a comment with the given value. + + The value. + A comment with the given value. + + + + Creates a string with the given value. + + The value. + A string with the given value. + + + + Creates a null value. + + A null value. + + + + Creates a undefined value. + + A undefined value. + + + + Gets the node type for this . + + The type. + + + + Gets or sets the underlying token value. + + The underlying token value. + + + + Writes this token to a . + + A into which this method will write. + A collection of s which will be used when writing the token. + + + + Indicates whether the current object is equal to another object of the same type. + + + true if the current object is equal to the parameter; otherwise, false. + + An object to compare with this object. + + + + Determines whether the specified is equal to the current . + + The to compare with the current . + + true if the specified is equal to the current ; otherwise, false. + + + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + + + + Returns a that represents this instance. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format provider. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + The format provider. + + A that represents this instance. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object. + + An object to compare with this instance. + + A 32-bit signed integer that indicates the relative order of the objects being compared. The return value has these meanings: + Value + Meaning + Less than zero + This instance is less than . + Zero + This instance is equal to . + Greater than zero + This instance is greater than . + + + is not of the same type as this instance. + + + + + Specifies how line information is handled when loading JSON. + + + + + Ignore line information. + + + + + Load line information. + + + + + Specifies how JSON arrays are merged together. + + + + Concatenate arrays. + + + Union arrays, skipping items that already exist. + + + Replace all array items. + + + Merge array items together, matched by index. + + + + Specifies how null value properties are merged. + + + + + The content's null value properties will be ignored during merging. + + + + + The content's null value properties will be merged. + + + + + Specifies the member serialization options for the . + + + + + All public members are serialized by default. Members can be excluded using or . + This is the default member serialization mode. + + + + + Only members marked with or are serialized. + This member serialization mode can also be set by marking the class with . + + + + + All public and private fields are serialized. Members can be excluded using or . + This member serialization mode can also be set by marking the class with + and setting IgnoreSerializableAttribute on to false. + + + + + Specifies metadata property handling options for the . + + + + + Read metadata properties located at the start of a JSON object. + + + + + Read metadata properties located anywhere in a JSON object. Note that this setting will impact performance. + + + + + Do not try to read metadata properties. + + + + + Specifies missing member handling options for the . + + + + + Ignore a missing member and do not attempt to deserialize it. + + + + + Throw a when a missing member is encountered during deserialization. + + + + + Specifies null value handling options for the . + + + + + + + + + Include null values when serializing and deserializing objects. + + + + + Ignore null values when serializing and deserializing objects. + + + + + Specifies how object creation is handled by the . + + + + + Reuse existing objects, create new objects when needed. + + + + + Only reuse existing objects. + + + + + Always create new objects. + + + + + Specifies reference handling options for the . + Note that references cannot be preserved when a value is set via a non-default constructor such as types that implement . + + + + + + + + Do not preserve references when serializing types. + + + + + Preserve references when serializing into a JSON object structure. + + + + + Preserve references when serializing into a JSON array structure. + + + + + Preserve references when serializing. + + + + + Specifies reference loop handling options for the . + + + + + Throw a when a loop is encountered. + + + + + Ignore loop references and do not serialize. + + + + + Serialize loop references. + + + + + Indicating whether a property is required. + + + + + The property is not required. The default state. + + + + + The property must be defined in JSON but can be a null value. + + + + + The property must be defined in JSON and cannot be a null value. + + + + + The property is not required but it cannot be a null value. + + + + + + Contains the JSON schema extension methods. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + true if the specified is valid; otherwise, false. + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + When this method returns, contains any error messages generated while validating. + + true if the specified is valid; otherwise, false. + + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + The validation event handler. + + + + + An in-memory representation of a JSON Schema. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the id. + + + + + Gets or sets the title. + + + + + Gets or sets whether the object is required. + + + + + Gets or sets whether the object is read-only. + + + + + Gets or sets whether the object is visible to users. + + + + + Gets or sets whether the object is transient. + + + + + Gets or sets the description of the object. + + + + + Gets or sets the types of values allowed by the object. + + The type. + + + + Gets or sets the pattern. + + The pattern. + + + + Gets or sets the minimum length. + + The minimum length. + + + + Gets or sets the maximum length. + + The maximum length. + + + + Gets or sets a number that the value should be divisible by. + + A number that the value should be divisible by. + + + + Gets or sets the minimum. + + The minimum. + + + + Gets or sets the maximum. + + The maximum. + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the minimum attribute (). + + A flag indicating whether the value can not equal the number defined by the minimum attribute (). + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the maximum attribute (). + + A flag indicating whether the value can not equal the number defined by the maximum attribute (). + + + + Gets or sets the minimum number of items. + + The minimum number of items. + + + + Gets or sets the maximum number of items. + + The maximum number of items. + + + + Gets or sets the of items. + + The of items. + + + + Gets or sets a value indicating whether items in an array are validated using the instance at their array position from . + + + true if items are validated using their array position; otherwise, false. + + + + + Gets or sets the of additional items. + + The of additional items. + + + + Gets or sets a value indicating whether additional items are allowed. + + + true if additional items are allowed; otherwise, false. + + + + + Gets or sets whether the array items must be unique. + + + + + Gets or sets the of properties. + + The of properties. + + + + Gets or sets the of additional properties. + + The of additional properties. + + + + Gets or sets the pattern properties. + + The pattern properties. + + + + Gets or sets a value indicating whether additional properties are allowed. + + + true if additional properties are allowed; otherwise, false. + + + + + Gets or sets the required property if this property is present. + + The required property if this property is present. + + + + Gets or sets the a collection of valid enum values allowed. + + A collection of valid enum values allowed. + + + + Gets or sets disallowed types. + + The disallowed types. + + + + Gets or sets the default value. + + The default value. + + + + Gets or sets the collection of that this schema extends. + + The collection of that this schema extends. + + + + Gets or sets the format. + + The format. + + + + Initializes a new instance of the class. + + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The object representing the JSON Schema. + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The to use when resolving schema references. + The object representing the JSON Schema. + + + + Load a from a string that contains JSON Schema. + + A that contains JSON Schema. + A populated from the string that contains JSON Schema. + + + + Load a from a string that contains JSON Schema using the specified . + + A that contains JSON Schema. + The resolver. + A populated from the string that contains JSON Schema. + + + + Writes this schema to a . + + A into which this method will write. + + + + Writes this schema to a using the specified . + + A into which this method will write. + The resolver used. + + + + Returns a that represents the current . + + + A that represents the current . + + + + + + Returns detailed information about the schema exception. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + + Generates a from a specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets how undefined schemas are handled by the serializer. + + + + + Gets or sets the contract resolver. + + The contract resolver. + + + + Generate a from the specified type. + + The type to generate a from. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + + Resolves from an id. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the loaded schemas. + + The loaded schemas. + + + + Initializes a new instance of the class. + + + + + Gets a for the specified reference. + + The id. + A for the specified reference. + + + + + The value types allowed by the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + No type specified. + + + + + String type. + + + + + Float type. + + + + + Integer type. + + + + + Boolean type. + + + + + Object type. + + + + + Array type. + + + + + Null type. + + + + + Any type. + + + + + + Specifies undefined schema Id handling options for the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Do not infer a schema Id. + + + + + Use the .NET type name as the schema Id. + + + + + Use the assembly qualified .NET type name as the schema Id. + + + + + + Returns detailed information related to the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the associated with the validation error. + + The JsonSchemaException associated with the validation error. + + + + Gets the path of the JSON location where the validation error occurred. + + The path of the JSON location where the validation error occurred. + + + + Gets the text description corresponding to the validation error. + + The text description. + + + + + Represents the callback method that will handle JSON schema validation events and the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Allows users to control class loading and mandate what class to load. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + A camel case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Resolves member mappings for a type, camel casing property names. + + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used by to resolve a for a given . + + + + + Gets a value indicating whether members are being get and set using dynamic code generation. + This value is determined by the runtime permissions available. + + + true if using dynamic code generation; otherwise, false. + + + + + Gets or sets a value indicating whether compiler generated members should be serialized. + + + true if serialized compiler generated members; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the interface when serializing and deserializing types. + + + true if the interface will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the attribute when serializing and deserializing types. + + + true if the attribute will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore IsSpecified members when serializing and deserializing types. + + + true if the IsSpecified members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore ShouldSerialize members when serializing and deserializing types. + + + true if the ShouldSerialize members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets the naming strategy used to resolve how property names and dictionary keys are serialized. + + The naming strategy used to resolve how property names and dictionary keys are serialized. + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Gets the serializable members for the type. + + The type to get serializable members for. + The serializable members for the type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates the constructor parameters. + + The constructor to create properties for. + The type's member properties. + Properties for the given . + + + + Creates a for the given . + + The matching member property. + The constructor parameter. + A created for the given . + + + + Resolves the default for the contract. + + Type of the object. + The contract's default . + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Determines which contract type is created for the given type. + + Type of the object. + A for the given type. + + + + Creates properties for the given . + + The type to create properties for. + /// The member serialization mode for the type. + Properties for the given . + + + + Creates the used by the serializer to get and set values from a member. + + The member. + The used by the serializer to get and set values from a member. + + + + Creates a for the given . + + The member's parent . + The member to create a for. + A created for the given . + + + + Resolves the name of the property. + + Name of the property. + Resolved name of the property. + + + + Resolves the name of the extension data. By default no changes are made to extension data names. + + Name of the extension data. + Resolved name of the extension data. + + + + Resolves the key of the dictionary. By default is used to resolve dictionary keys. + + Key of the dictionary. + Resolved key of the dictionary. + + + + Gets the resolved name of the property. + + Name of the property. + Name of the property. + + + + The default naming strategy. Property names and dictionary keys are unchanged. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + The default serialization binder used when resolving and loading classes from type names. + + + + + Initializes a new instance of the class. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + The type of the object the formatter creates a new instance of. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Provides information surrounding an error. + + + + + Gets the error. + + The error. + + + + Gets the original object that caused the error. + + The original object that caused the error. + + + + Gets the member that caused the error. + + The member that caused the error. + + + + Gets the path of the JSON location where the error occurred. + + The path of the JSON location where the error occurred. + + + + Gets or sets a value indicating whether this is handled. + + true if handled; otherwise, false. + + + + Provides data for the Error event. + + + + + Gets the current object the error event is being raised against. + + The current object the error event is being raised against. + + + + Gets the error context. + + The error context. + + + + Initializes a new instance of the class. + + The current object. + The error context. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides methods to get attributes. + + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Used by to resolve a for a given . + + + + + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used to resolve references when serializing and deserializing JSON by the . + + + + + Resolves a reference to its object. + + The serialization context. + The reference to resolve. + The object that was resolved from the reference. + + + + Gets the reference for the specified object. + + The serialization context. + The object to get a reference for. + The reference to the object. + + + + Determines whether the specified object is referenced. + + The serialization context. + The object to test for a reference. + + true if the specified object is referenced; otherwise, false. + + + + + Adds a reference to the specified object. + + The serialization context. + The reference. + The object to reference. + + + + Allows users to control class loading and mandate what class to load. + + + + + When implemented, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When implemented, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + The that will be used to filter the trace messages passed to the writer. + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Provides methods to get and set values. + + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Contract details for a used by the . + + + + + Gets the of the collection items. + + The of the collection items. + + + + Gets a value indicating whether the collection type is a multidimensional array. + + true if the collection type is a multidimensional array; otherwise, false. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the collection values. + + true if the creator has a parameter with the collection values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the default collection items . + + The converter. + + + + Gets or sets a value indicating whether the collection items preserve object references. + + true if collection items preserve object references; otherwise, false. + + + + Gets or sets the collection item reference loop handling. + + The reference loop handling. + + + + Gets or sets the collection item type name handling. + + The type name handling. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Handles serialization callback events. + + The object that raised the callback event. + The streaming context. + + + + Handles serialization error callback events. + + The object that raised the callback event. + The streaming context. + The error context. + + + + Sets extension data for an object during deserialization. + + The object to set extension data on. + The extension data key. + The extension data value. + + + + Gets extension data for an object during serialization. + + The object to set extension data on. + + + + Contract details for a used by the . + + + + + Gets the underlying type for the contract. + + The underlying type for the contract. + + + + Gets or sets the type created during deserialization. + + The type created during deserialization. + + + + Gets or sets whether this type contract is serialized as a reference. + + Whether this type contract is serialized as a reference. + + + + Gets or sets the default for this contract. + + The converter. + + + + Gets the internally resolved for the contract's type. + This converter is used as a fallback converter when no other converter is resolved. + Setting will always override this converter. + + + + + Gets or sets all methods called immediately after deserialization of the object. + + The methods called immediately after deserialization of the object. + + + + Gets or sets all methods called during deserialization of the object. + + The methods called during deserialization of the object. + + + + Gets or sets all methods called after serialization of the object graph. + + The methods called after serialization of the object graph. + + + + Gets or sets all methods called before serialization of the object. + + The methods called before serialization of the object. + + + + Gets or sets all method called when an error is thrown during the serialization of the object. + + The methods called when an error is thrown during the serialization of the object. + + + + Gets or sets the default creator method used to create the object. + + The default creator method used to create the object. + + + + Gets or sets a value indicating whether the default creator is non-public. + + true if the default object creator is non-public; otherwise, false. + + + + Contract details for a used by the . + + + + + Gets or sets the dictionary key resolver. + + The dictionary key resolver. + + + + Gets the of the dictionary keys. + + The of the dictionary keys. + + + + Gets the of the dictionary values. + + The of the dictionary values. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the dictionary values. + + true if the creator has a parameter with the dictionary values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets the object's properties. + + The object's properties. + + + + Gets or sets the property name resolver. + + The property name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object constructor. + + The object constructor. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object member serialization. + + The member object serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets the object's properties. + + The object's properties. + + + + Gets a collection of instances that define the parameters used with . + + + + + Gets or sets the function used to create the object. When set this function will override . + This function is called with a collection of arguments which are defined by the collection. + + The function used to create the object. + + + + Gets or sets the extension data setter. + + + + + Gets or sets the extension data getter. + + + + + Gets or sets the extension data value type. + + + + + Gets or sets the extension data name resolver. + + The extension data name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Maps a JSON property to a .NET member or constructor parameter. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the type that declared this property. + + The type that declared this property. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets the name of the underlying member or parameter. + + The name of the underlying member or parameter. + + + + Gets the that will get and set the during serialization. + + The that will get and set the during serialization. + + + + Gets or sets the for this property. + + The for this property. + + + + Gets or sets the type of the property. + + The type of the property. + + + + Gets or sets the for the property. + If set this converter takes precedence over the contract converter for the property type. + + The converter. + + + + Gets or sets the member converter. + + The member converter. + + + + Gets or sets a value indicating whether this is ignored. + + true if ignored; otherwise, false. + + + + Gets or sets a value indicating whether this is readable. + + true if readable; otherwise, false. + + + + Gets or sets a value indicating whether this is writable. + + true if writable; otherwise, false. + + + + Gets or sets a value indicating whether this has a member attribute. + + true if has a member attribute; otherwise, false. + + + + Gets the default value. + + The default value. + + + + Gets or sets a value indicating whether this is required. + + A value indicating whether this is required. + + + + Gets a value indicating whether has a value specified. + + + + + Gets or sets a value indicating whether this property preserves object references. + + + true if this instance is reference; otherwise, false. + + + + + Gets or sets the property null value handling. + + The null value handling. + + + + Gets or sets the property default value handling. + + The default value handling. + + + + Gets or sets the property reference loop handling. + + The reference loop handling. + + + + Gets or sets the property object creation handling. + + The object creation handling. + + + + Gets or sets or sets the type name handling. + + The type name handling. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets a predicate used to determine whether the property should be deserialized. + + A predicate used to determine whether the property should be deserialized. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets an action used to set whether the property has been deserialized. + + An action used to set whether the property has been deserialized. + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Gets or sets the converter used when serializing the property's collection items. + + The collection's items converter. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + A collection of objects. + + + + + Initializes a new instance of the class. + + The type. + + + + When implemented in a derived class, extracts the key from the specified element. + + The element from which to extract the key. + The key for the specified element. + + + + Adds a object. + + The property to add to the collection. + + + + Gets the closest matching object. + First attempts to get an exact case match of and then + a case insensitive match. + + Name of the property. + A matching property if found. + + + + Gets a property by property name. + + The name of the property to get. + Type property name string comparison. + A matching property if found. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Lookup and create an instance of the type described by the argument. + + The type to create. + Optional arguments to pass to an initializing constructor of the JsonConverter. + If null, the default constructor is used. + + + + A kebab case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Represents a trace writer that writes to memory. When the trace message limit is + reached then old trace messages will be removed as new messages are added. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Initializes a new instance of the class. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Returns an enumeration of the most recent trace messages. + + An enumeration of the most recent trace messages. + + + + Returns a of the most recent trace messages. + + + A of the most recent trace messages. + + + + + A base class for resolving how property names and dictionary keys are serialized. + + + + + A flag indicating whether dictionary keys should be processed. + Defaults to false. + + + + + A flag indicating whether extension data names should be processed. + Defaults to false. + + + + + A flag indicating whether explicitly specified property names, + e.g. a property name customized with a , should be processed. + Defaults to false. + + + + + Gets the serialized name for a given property name. + + The initial property name. + A flag indicating whether the property has had a name explicitly specified. + The serialized property name. + + + + Gets the serialized name for a given extension data name. + + The initial extension data name. + The serialized extension data name. + + + + Gets the serialized key for a given dictionary key. + + The initial dictionary key. + The serialized dictionary key. + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Hash code calculation + + + + + + Object equality implementation + + + + + + + Compare to another NamingStrategy + + + + + + + Represents a method that constructs an object. + + The object type to create. + + + + When applied to a method, specifies that the method is called when an error occurs serializing an object. + + + + + Provides methods to get attributes from a , , or . + + + + + Initializes a new instance of the class. + + The instance to get attributes for. This parameter should be a , , or . + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Get and set values for a using reflection. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + A snake case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Specifies how strings are escaped when writing JSON text. + + + + + Only control characters (e.g. newline) are escaped. + + + + + All non-ASCII and control characters (e.g. newline) are escaped. + + + + + HTML (<, >, &, ', ") and control characters (e.g. newline) are escaped. + + + + + Specifies what messages to output for the class. + + + + + Output no tracing and debugging messages. + + + + + Output error-handling messages. + + + + + Output warnings and error-handling messages. + + + + + Output informational messages, warnings, and error-handling messages. + + + + + Output all debugging and tracing messages. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the LoadWithPartialName method of the class is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The Load method of the class is used to load the assembly. + + + + + Specifies type name handling options for the . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Do not include the .NET type name when serializing types. + + + + + Include the .NET type name when serializing into a JSON object structure. + + + + + Include the .NET type name when serializing into a JSON array structure. + + + + + Always include the .NET type name when serializing. + + + + + Include the .NET type name when the type of the object being serialized is not the same as its declared type. + Note that this doesn't include the root serialized object by default. To include the root object's type name in JSON + you must specify a root type object with + or . + + + + + Determines whether the collection is null or empty. + + The collection. + + true if the collection is null or empty; otherwise, false. + + + + + Adds the elements of the specified collection to the specified generic . + + The list to add to. + The collection of elements to add. + + + + Converts the value to the specified type. If the value is unable to be converted, the + value is checked whether it assignable to the specified type. + + The value to convert. + The culture to use when converting. + The type to convert or cast the value to. + + The converted type. If conversion was unsuccessful, the initial value + is returned if assignable to the target type. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic that returns a result + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Returns a Restrictions object which includes our current restrictions merged + with a restriction limiting our type + + + + + Helper class for serializing immutable collections. + Note that this is used by all builds, even those that don't support immutable collections, in case the DLL is GACed + https://github.com/JamesNK/Newtonsoft.Json/issues/652 + + + + + List of primitive types which can be widened. + + + + + Widening masks for primitive types above. + Index of the value in this array defines a type we're widening, + while the bits in mask define types it can be widened to (including itself). + + For example, value at index 0 defines a bool type, and it only has bit 0 set, + i.e. bool values can be assigned only to bool. + + + + + Checks if value of primitive type can be + assigned to parameter of primitive type . + + Source primitive type. + Target primitive type. + true if source type can be widened to target type, false otherwise. + + + + Checks if a set of values with given can be used + to invoke a method with specified . + + Method parameters. + Argument types. + Try to pack extra arguments into the last parameter when it is marked up with . + true if method can be called with given arguments, false otherwise. + + + + Compares two sets of parameters to determine + which one suits better for given argument types. + + + + + Returns a best method overload for given argument . + + List of method candidates. + Argument types. + Best method overload, or null if none matched. + + + + Gets the type of the typed collection's items. + + The type. + The type of the typed collection's items. + + + + Gets the member's underlying type. + + The member. + The underlying type of the member. + + + + Determines whether the property is an indexed property. + + The property. + + true if the property is an indexed property; otherwise, false. + + + + + Gets the member's value on the object. + + The member. + The target object. + The member's value on the object. + + + + Sets the member's value on the target object. + + The member. + The target. + The value. + + + + Determines whether the specified MemberInfo can be read. + + The MemberInfo to determine whether can be read. + /// if set to true then allow the member to be gotten non-publicly. + + true if the specified MemberInfo can be read; otherwise, false. + + + + + Determines whether the specified MemberInfo can be set. + + The MemberInfo to determine whether can be set. + if set to true then allow the member to be set non-publicly. + if set to true then allow the member to be set if read-only. + + true if the specified MemberInfo can be set; otherwise, false. + + + + + Builds a string. Unlike this class lets you reuse its internal buffer. + + + + + Determines whether the string is all white space. Empty string will return false. + + The string to test whether it is all white space. + + true if the string is all white space; otherwise, false. + + + + + Specifies the state of the . + + + + + An exception has been thrown, which has left the in an invalid state. + You may call the method to put the in the Closed state. + Any other method calls result in an being thrown. + + + + + The method has been called. + + + + + An object is being written. + + + + + An array is being written. + + + + + A constructor is being written. + + + + + A property is being written. + + + + + A write method has not been called. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the method is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The is used to load the assembly. + + + + Specifies that an output will not be null even if the corresponding type allows it. + + + Specifies that when a method returns , the parameter will not be null even if the corresponding type allows it. + + + Initializes the attribute with the specified return value condition. + + The return value condition. If the method returns this value, the associated parameter will not be null. + + + + Gets the return value condition. + + + Specifies that an output may be null even if the corresponding type disallows it. + + + Specifies that null is allowed as an input even if the corresponding type disallows it. + + + + Specifies that the method will not return if the associated Boolean parameter is passed the specified value. + + + + + Initializes a new instance of the class. + + + The condition parameter value. Code after the method will be considered unreachable by diagnostics if the argument to + the associated parameter matches this value. + + + + Gets the condition parameter value. + + + diff --git a/packages/Newtonsoft.Json.13.0.3/lib/netstandard2.0/Newtonsoft.Json.dll b/packages/Newtonsoft.Json.13.0.3/lib/netstandard2.0/Newtonsoft.Json.dll new file mode 100644 index 0000000..3af21d5 Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/lib/netstandard2.0/Newtonsoft.Json.dll differ diff --git a/packages/Newtonsoft.Json.13.0.3/lib/netstandard2.0/Newtonsoft.Json.xml b/packages/Newtonsoft.Json.13.0.3/lib/netstandard2.0/Newtonsoft.Json.xml new file mode 100644 index 0000000..3357dd6 --- /dev/null +++ b/packages/Newtonsoft.Json.13.0.3/lib/netstandard2.0/Newtonsoft.Json.xml @@ -0,0 +1,11338 @@ + + + + Newtonsoft.Json + + + + + Represents a BSON Oid (object id). + + + + + Gets or sets the value of the Oid. + + The value of the Oid. + + + + Initializes a new instance of the class. + + The Oid value. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized BSON data. + + + + + Gets or sets a value indicating whether binary data reading should be compatible with incorrect Json.NET 3.5 written binary. + + + true if binary data reading will be compatible with incorrect Json.NET 3.5 written binary; otherwise, false. + + + + + Gets or sets a value indicating whether the root object will be read as a JSON array. + + + true if the root object will be read as a JSON array; otherwise, false. + + + + + Gets or sets the used when reading values from BSON. + + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Initializes a new instance of the class. + + The containing the BSON data to read. + if set to true the root object will be read as a JSON array. + The used when reading values from BSON. + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating BSON data. + + + + + Gets or sets the used when writing values to BSON. + When set to no conversion will occur. + + The used when writing values to BSON. + + + + Initializes a new instance of the class. + + The to write to. + + + + Initializes a new instance of the class. + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying stream. + + + + + Writes the end. + + The token. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes the beginning of a JSON array. + + + + + Writes the beginning of a JSON object. + + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value that represents a BSON object id. + + The Object ID value to write. + + + + Writes a BSON regex. + + The regex pattern. + The regex options. + + + + Specifies how constructors are used when initializing objects during deserialization by the . + + + + + First attempt to use the public default constructor, then fall back to a single parameterized constructor, then to the non-public default constructor. + + + + + Json.NET will use a non-public default constructor before falling back to a parameterized constructor. + + + + + Converts a binary value to and from a base 64 string value. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Creates a custom object. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Creates an object which will then be populated by the serializer. + + Type of the object. + The created object. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Provides a base class for converting a to and from JSON. + + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a F# discriminated union type to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an Entity Framework to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can write JSON. + + + true if this can write JSON; otherwise, false. + + + + + Converts a to and from the ISO 8601 date format (e.g. "2008-04-12T12:53Z"). + + + + + Gets or sets the date time styles used when converting a date to and from JSON. + + The date time styles used when converting a date to and from JSON. + + + + Gets or sets the date time format used when converting a date to and from JSON. + + The date time format used when converting a date to and from JSON. + + + + Gets or sets the culture used when converting a date to and from JSON. + + The culture used when converting a date to and from JSON. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Converts a to and from a JavaScript Date constructor (e.g. new Date(52231943)). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from JSON and BSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts an to and from its name string value. + + + + + Gets or sets a value indicating whether the written enum text should be camel case. + The default value is false. + + true if the written enum text will be camel case; otherwise, false. + + + + Gets or sets the naming strategy used to resolve how enum text is written. + + The naming strategy used to resolve how enum text is written. + + + + Gets or sets a value indicating whether integer values are allowed when serializing and deserializing. + The default value is true. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + true if the written enum text will be camel case; otherwise, false. + + + + Initializes a new instance of the class. + + The naming strategy used to resolve how enum text is written. + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + + Initializes a new instance of the class. + + The of the used to write enum text. + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + true if integers are allowed when serializing and deserializing; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts a to and from Unix epoch time + + + + + Gets or sets a value indicating whether the dates before Unix epoch + should converted to and from JSON. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + true to allow converting dates before Unix epoch to and from JSON; + false to throw an exception when a date being converted to or from JSON + occurred before Unix epoch. The default value is false. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Converts a to and from a string (e.g. "1.2.3.4"). + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing property value of the JSON that is being converted. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Converts XML to and from JSON. + + + + + Gets or sets the name of the root element to insert when deserializing to XML if the JSON structure has produced multiple root elements. + + The name of the deserialized root element. + + + + Gets or sets a value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + true if the array attribute is written to the XML; otherwise, false. + + + + Gets or sets a value indicating whether to write the root JSON object. + + true if the JSON root object is omitted; otherwise, false. + + + + Gets or sets a value indicating whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + true if special characters are encoded; otherwise, false. + + + + Writes the JSON representation of the object. + + The to write to. + The calling serializer. + The value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Checks if the is a namespace attribute. + + Attribute name to test. + The attribute name prefix if it has one, otherwise an empty string. + true if attribute name is for a namespace attribute, otherwise false. + + + + Determines whether this instance can convert the specified value type. + + Type of the value. + + true if this instance can convert the specified value type; otherwise, false. + + + + + Specifies how dates are formatted when writing JSON text. + + + + + Dates are written in the ISO 8601 format, e.g. "2012-03-21T05:40Z". + + + + + Dates are written in the Microsoft JSON format, e.g. "\/Date(1198908717056)\/". + + + + + Specifies how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON text. + + + + + Date formatted strings are not parsed to a date type and are read as strings. + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed to . + + + + + Specifies how to treat the time value when converting between string and . + + + + + Treat as local time. If the object represents a Coordinated Universal Time (UTC), it is converted to the local time. + + + + + Treat as a UTC. If the object represents a local time, it is converted to a UTC. + + + + + Treat as a local time if a is being converted to a string. + If a string is being converted to , convert to a local time if a time zone is specified. + + + + + Time zone information should be preserved when converting. + + + + + The default JSON name table implementation. + + + + + Initializes a new instance of the class. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Adds the specified string into name table. + + The string to add. + This method is not thread-safe. + The resolved string. + + + + Specifies default value handling options for the . + + + + + + + + + Include members where the member value is the same as the member's default value when serializing objects. + Included members are written to JSON. Has no effect when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + so that it is not written to JSON. + This option will ignore all default values (e.g. null for objects and nullable types; 0 for integers, + decimals and floating point numbers; and false for booleans). The default value ignored can be changed by + placing the on the property. + + + + + Members with a default value but no JSON will be set to their default value when deserializing. + + + + + Ignore members where the member value is the same as the member's default value when serializing objects + and set members to their default value when deserializing. + + + + + Specifies float format handling options when writing special floating point numbers, e.g. , + and with . + + + + + Write special floating point values as strings in JSON, e.g. "NaN", "Infinity", "-Infinity". + + + + + Write special floating point values as symbols in JSON, e.g. NaN, Infinity, -Infinity. + Note that this will produce non-valid JSON. + + + + + Write special floating point values as the property's default value in JSON, e.g. 0.0 for a property, null for a of property. + + + + + Specifies how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Floating point numbers are parsed to . + + + + + Floating point numbers are parsed to . + + + + + Specifies formatting options for the . + + + + + No special formatting is applied. This is the default. + + + + + Causes child objects to be indented according to the and settings. + + + + + Provides an interface for using pooled arrays. + + The array type content. + + + + Rent an array from the pool. This array must be returned when it is no longer needed. + + The minimum required length of the array. The returned array may be longer. + The rented array from the pool. This array must be returned when it is no longer needed. + + + + Return an array to the pool. + + The array that is being returned. + + + + Provides an interface to enable a class to return line and position information. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + The current line number or 0 if no line information is available (for example, when returns false). + + + + Gets the current line position. + + The current line position or 0 if no line information is available (for example, when returns false). + + + + Instructs the how to serialize the collection. + + + + + Gets or sets a value indicating whether null items are allowed in the collection. + + true if null items are allowed in the collection; otherwise, false. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with a flag indicating whether the array can contain null items. + + A flag indicating whether the array can contain null items. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to use the specified constructor when deserializing that object. + + + + + Instructs the how to serialize the object. + + + + + Gets or sets the id. + + The id. + + + + Gets or sets the title. + + The title. + + + + Gets or sets the description. + + The description. + + + + Gets or sets the collection's items converter. + + The collection's items converter. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonContainer(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets a value that indicates whether to preserve object references. + + + true to keep object reference; otherwise, false. The default is false. + + + + + Gets or sets a value that indicates whether to preserve collection's items references. + + + true to keep collection's items object references; otherwise, false. The default is false. + + + + + Gets or sets the reference loop handling used when serializing the collection's items. + + The reference loop handling. + + + + Gets or sets the type name handling used when serializing the collection's items. + + The type name handling. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Provides methods for converting between .NET types and JSON types. + + + + + + + + Gets or sets a function that creates default . + Default settings are automatically used by serialization methods on , + and and on . + To serialize without using any default settings create a with + . + + + + + Represents JavaScript's boolean value true as a string. This field is read-only. + + + + + Represents JavaScript's boolean value false as a string. This field is read-only. + + + + + Represents JavaScript's null as a string. This field is read-only. + + + + + Represents JavaScript's undefined as a string. This field is read-only. + + + + + Represents JavaScript's positive infinity as a string. This field is read-only. + + + + + Represents JavaScript's negative infinity as a string. This field is read-only. + + + + + Represents JavaScript's NaN as a string. This field is read-only. + + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + The time zone handling when the date is converted to a string. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation using the specified. + + The value to convert. + The format the date will be converted to. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + The string delimiter character. + The string escape handling. + A JSON string representation of the . + + + + Converts the to its JSON string representation. + + The value to convert. + A JSON string representation of the . + + + + Serializes the specified object to a JSON string. + + The object to serialize. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting. + + The object to serialize. + Indicates how the output should be formatted. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a collection of . + + The object to serialize. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using formatting and a collection of . + + The object to serialize. + Indicates how the output should be formatted. + A collection of converters used while serializing. + A JSON string representation of the object. + + + + Serializes the specified object to a JSON string using . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + A JSON string representation of the object. + + + + + Serializes the specified object to a JSON string using a type, formatting and . + + The object to serialize. + Indicates how the output should be formatted. + The used to serialize the object. + If this is null, default serialization settings will be used. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + A JSON string representation of the object. + + + + + Deserializes the JSON to a .NET object. + + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to a .NET object using . + + The JSON to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The JSON to deserialize. + The of object being deserialized. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type. + + The type of the object to deserialize to. + The JSON to deserialize. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the given anonymous type. + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the given anonymous type using . + + + The anonymous type to deserialize to. This can't be specified + traditionally and must be inferred from the anonymous type passed + as a parameter. + + The JSON to deserialize. + The anonymous type object. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized anonymous type from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The type of the object to deserialize to. + The JSON to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The type of the object to deserialize to. + The object to deserialize. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using a collection of . + + The JSON to deserialize. + The type of the object to deserialize. + Converters to use while deserializing. + The deserialized object from the JSON string. + + + + Deserializes the JSON to the specified .NET type using . + + The JSON to deserialize. + The type of the object to deserialize to. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + The deserialized object from the JSON string. + + + + Populates the object with values from the JSON string. + + The JSON to populate values from. + The target object to populate values onto. + + + + Populates the object with values from the JSON string using . + + The JSON to populate values from. + The target object to populate values onto. + + The used to deserialize the object. + If this is null, default serialization settings will be used. + + + + + Serializes the to a JSON string. + + The node to serialize. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to serialize. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Serializes the to a JSON string. + + The node to convert to JSON. + A JSON string of the . + + + + Serializes the to a JSON string using formatting. + + The node to convert to JSON. + Indicates how the output should be formatted. + A JSON string of the . + + + + Serializes the to a JSON string using formatting and omits the root object if is true. + + The node to serialize. + Indicates how the output should be formatted. + Omits writing the root object. + A JSON string of the . + + + + Deserializes the from a JSON string. + + The JSON string. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by . + + The JSON string. + The name of the root element to append when deserializing. + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by + and writes a Json.NET array attribute for collections. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + The deserialized . + + + + Deserializes the from a JSON string nested in a root element specified by , + writes a Json.NET array attribute for collections, and encodes special characters. + + The JSON string. + The name of the root element to append when deserializing. + + A value to indicate whether to write the Json.NET array attribute. + This attribute helps preserve arrays when converting the written XML back to JSON. + + + A value to indicate whether to encode special characters when converting JSON to XML. + If true, special characters like ':', '@', '?', '#' and '$' in JSON property names aren't used to specify + XML namespaces, attributes or processing directives. Instead special characters are encoded and written + as part of the XML element name. + + The deserialized . + + + + Converts an object to and from JSON. + + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Gets a value indicating whether this can read JSON. + + true if this can read JSON; otherwise, false. + + + + Gets a value indicating whether this can write JSON. + + true if this can write JSON; otherwise, false. + + + + Converts an object to and from JSON. + + The object type to convert. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Writes the JSON representation of the object. + + The to write to. + The value. + The calling serializer. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. + The calling serializer. + The object value. + + + + Reads the JSON representation of the object. + + The to read from. + Type of the object. + The existing value of object being read. If there is no existing value then null will be used. + The existing value has a value. + The calling serializer. + The object value. + + + + Determines whether this instance can convert the specified object type. + + Type of the object. + + true if this instance can convert the specified object type; otherwise, false. + + + + + Instructs the to use the specified when serializing the member or class. + + + + + Gets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + + + + + Initializes a new instance of the class. + + Type of the . + + + + Initializes a new instance of the class. + + Type of the . + Parameter list to use when constructing the . Can be null. + + + + Represents a collection of . + + + + + Instructs the how to serialize the collection. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Instructs the to deserialize properties with no matching class member into the specified collection + and write values during serialization. + + + + + Gets or sets a value that indicates whether to write extension data when serializing the object. + + + true to write extension data when serializing the object; otherwise, false. The default is true. + + + + + Gets or sets a value that indicates whether to read extension data when deserializing the object. + + + true to read extension data when deserializing the object; otherwise, false. The default is true. + + + + + Initializes a new instance of the class. + + + + + Instructs the not to serialize the public field or public read/write property value. + + + + + Base class for a table of atomized string objects. + + + + + Gets a string containing the same characters as the specified range of characters in the given array. + + The character array containing the name to find. + The zero-based index into the array specifying the first character of the name. + The number of characters in the name. + A string containing the same characters as the specified range of characters in the given array. + + + + Instructs the how to serialize the object. + + + + + Gets or sets the member serialization. + + The member serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified member serialization. + + The member serialization. + + + + Initializes a new instance of the class with the specified container Id. + + The container Id. + + + + Instructs the to always serialize the member with the specified name. + + + + + Gets or sets the type used when serializing the property's collection items. + + The collection's items type. + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(ItemConverterType = typeof(MyContainerConverter), ItemConverterParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the of the . + + The of the . + + + + The parameter list to use when constructing the described by . + If null, the default constructor is used. + When non-null, there must be a constructor defined in the that exactly matches the number, + order, and type of these parameters. + + + + [JsonProperty(NamingStrategyType = typeof(MyNamingStrategy), NamingStrategyParameters = new object[] { 123, "Four" })] + + + + + + Gets or sets the null value handling used when serializing this property. + + The null value handling. + + + + Gets or sets the default value handling used when serializing this property. + + The default value handling. + + + + Gets or sets the reference loop handling used when serializing this property. + + The reference loop handling. + + + + Gets or sets the object creation handling used when deserializing this property. + + The object creation handling. + + + + Gets or sets the type name handling used when serializing this property. + + The type name handling. + + + + Gets or sets whether this property's value is serialized as a reference. + + Whether this property's value is serialized as a reference. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets a value indicating whether this property is required. + + + A value indicating whether this property is required. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with the specified name. + + Name of the property. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously skips the children of the current token. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Specifies the state of the reader. + + + + + A read method has not been called. + + + + + The end of the file has been reached successfully. + + + + + Reader is at a property. + + + + + Reader is at the start of an object. + + + + + Reader is in an object. + + + + + Reader is at the start of an array. + + + + + Reader is in an array. + + + + + The method has been called. + + + + + Reader has just read a value. + + + + + Reader is at the start of a constructor. + + + + + Reader is in a constructor. + + + + + An error occurred that prevents the read operation from continuing. + + + + + The end of the file has been reached successfully. + + + + + Gets the current reader state. + + The current reader state. + + + + Gets or sets a value indicating whether the source should be closed when this reader is closed. + + + true to close the source when this reader is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether multiple pieces of JSON content can + be read from a continuous stream without erroring. + + + true to support reading multiple pieces of JSON content; otherwise false. + The default is false. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + Gets or sets how time zones are handled when reading JSON. + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + + + + + Gets or sets how custom date formatted strings are parsed when reading JSON. + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets the type of the current JSON token. + + + + + Gets the text value of the current JSON token. + + + + + Gets the .NET type for the current JSON token. + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets or sets the culture used when reading JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Reads the next JSON token from the source. + + true if the next token was read successfully; false if there are no more tokens to read. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the source as a of . + + A of . This method will return null at the end of an array. + + + + Skips the children of the current token. + + + + + Sets the current token. + + The new token. + + + + Sets the current token and value. + + The new token. + The value. + + + + Sets the current token and value. + + The new token. + The value. + A flag indicating whether the position index inside an array should be updated. + + + + Sets the state based on current token type. + + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Changes the reader's state to . + If is set to true, the source is also closed. + + + + + The exception thrown when an error occurs while reading JSON text. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Instructs the to always serialize the member, and to require that the member has a value. + + + + + The exception thrown when an error occurs during JSON serialization or deserialization. + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path, line number, line position, and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The line number indicating where the error occurred. + The line position indicating where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Serializes and deserializes objects into and from the JSON format. + The enables you to control how objects are encoded into JSON. + + + + + Occurs when the errors during serialization and deserialization. + + + + + Gets or sets the used by the serializer when resolving references. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when resolving type names. + + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + + + + Gets or sets how reference loops (e.g. a class referencing itself) is handled. + The default value is . + + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets a collection that will be used during serialization. + + Collection that will be used during serialization. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Gets a value indicating whether there will be a check for additional JSON content after deserializing an object. + The default value is false. + + + true if there will be a check for additional JSON content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Creates a new instance. + The will not use default settings + from . + + + A new instance. + The will not use default settings + from . + + + + + Creates a new instance using the specified . + The will not use default settings + from . + + The settings to be applied to the . + + A new instance using the specified . + The will not use default settings + from . + + + + + Creates a new instance. + The will use default settings + from . + + + A new instance. + The will use default settings + from . + + + + + Creates a new instance using the specified . + The will use default settings + from as well as the specified . + + The settings to be applied to the . + + A new instance using the specified . + The will use default settings + from as well as the specified . + + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Populates the JSON values onto the target object. + + The that contains the JSON structure to read values from. + The target object to populate values onto. + + + + Deserializes the JSON structure contained by the specified . + + The that contains the JSON structure to deserialize. + The being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The type of the object to deserialize. + The instance of being deserialized. + + + + Deserializes the JSON structure contained by the specified + into an instance of the specified type. + + The containing the object. + The of object being deserialized. + The instance of being deserialized. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + The type of the value being serialized. + This parameter is used when is Auto to write out the type name if the type of the value does not match. + Specifying the type is optional. + + + + + Serializes the specified and writes the JSON structure + using the specified . + + The used to write the JSON structure. + The to serialize. + + + + Specifies the settings on a object. + + + + + Gets or sets how reference loops (e.g. a class referencing itself) are handled. + The default value is . + + Reference loop handling. + + + + Gets or sets how missing members (e.g. JSON contains a property that isn't a member on the object) are handled during deserialization. + The default value is . + + Missing member handling. + + + + Gets or sets how objects are created during deserialization. + The default value is . + + The object creation handling. + + + + Gets or sets how null values are handled during serialization and deserialization. + The default value is . + + Null value handling. + + + + Gets or sets how default values are handled during serialization and deserialization. + The default value is . + + The default value handling. + + + + Gets or sets a collection that will be used during serialization. + + The converters. + + + + Gets or sets how object references are preserved by the serializer. + The default value is . + + The preserve references handling. + + + + Gets or sets how type name writing and reading is handled by the serializer. + The default value is . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + The type name handling. + + + + Gets or sets how metadata properties are used during deserialization. + The default value is . + + The metadata properties handling. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how a type name assembly is written and resolved by the serializer. + The default value is . + + The type name assembly format. + + + + Gets or sets how constructors are used during deserialization. + The default value is . + + The constructor handling. + + + + Gets or sets the contract resolver used by the serializer when + serializing .NET objects to JSON and vice versa. + + The contract resolver. + + + + Gets or sets the equality comparer used by the serializer when comparing references. + + The equality comparer. + + + + Gets or sets the used by the serializer when resolving references. + + The reference resolver. + + + + Gets or sets a function that creates the used by the serializer when resolving references. + + A function that creates the used by the serializer when resolving references. + + + + Gets or sets the used by the serializer when writing trace messages. + + The trace writer. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the used by the serializer when resolving type names. + + The binder. + + + + Gets or sets the error handler called during serialization and deserialization. + + The error handler called during serialization and deserialization. + + + + Gets or sets the used by the serializer when invoking serialization callback methods. + + The context. + + + + Gets or sets how and values are formatted when writing JSON text, + and the expected date format when reading JSON text. + The default value is "yyyy'-'MM'-'dd'T'HH':'mm':'ss.FFFFFFFK". + + + + + Gets or sets the maximum depth allowed when reading JSON. Reading past this depth will throw a . + A null value means there is no maximum. + The default value is 64. + + + + + Indicates how JSON text output is formatted. + The default value is . + + + + + Gets or sets how dates are written to JSON text. + The default value is . + + + + + Gets or sets how time zones are handled during serialization and deserialization. + The default value is . + + + + + Gets or sets how date formatted strings, e.g. "\/Date(1198908717056)\/" and "2012-03-21T05:40Z", are parsed when reading JSON. + The default value is . + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written as JSON. + The default value is . + + + + + Gets or sets how floating point numbers, e.g. 1.0 and 9.9, are parsed when reading JSON text. + The default value is . + + + + + Gets or sets how strings are escaped when writing JSON text. + The default value is . + + + + + Gets or sets the culture used when reading JSON. + The default value is . + + + + + Gets a value indicating whether there will be a check for additional content after deserializing an object. + The default value is false. + + + true if there will be a check for additional content after deserializing an object; otherwise, false. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + using values copied from the passed in . + + + + + Represents a reader that provides fast, non-cached, forward-only access to JSON text data. + + + + + Asynchronously reads the next JSON token from the source. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns true if the next token was read successfully; false if there are no more tokens to read. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a []. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the []. This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a of . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the of . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously reads the next JSON token from the source as a . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous read. The + property returns the . This result will be null at the end of an array. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Initializes a new instance of the class with the specified . + + The containing the JSON data to read. + + + + Gets or sets the reader's property name table. + + + + + Gets or sets the reader's character buffer pool. + + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a []. + + A [] or null if the next JSON token is null. This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Gets a value indicating whether the class can return line information. + + + true if and can be provided; otherwise, false. + + + + + Gets the current line number. + + + The current line number or 0 if no line information is available (for example, returns false). + + + + + Gets the current line position. + + + The current line position or 0 if no line information is available (for example, returns false). + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + Derived classes must override this method to get asynchronous behaviour. Otherwise it will + execute synchronously, returning an already-completed task. + + + + Gets or sets the writer's character array pool. + + + + + Gets or sets how many s to write for each level in the hierarchy when is set to . + + + + + Gets or sets which character to use to quote attribute values. + + + + + Gets or sets which character to use for indenting when is set to . + + + + + Gets or sets a value indicating whether object names will be surrounded with quotes. + + + + + Initializes a new instance of the class using the specified . + + The to write to. + + + + Flushes whatever is in the buffer to the underlying and also flushes the underlying . + + + + + Closes this writer. + If is set to true, the underlying is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the specified end token. + + The end token to write. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Specifies the type of JSON token. + + + + + This is returned by the if a read method has not been called. + + + + + An object start token. + + + + + An array start token. + + + + + A constructor start token. + + + + + An object property name. + + + + + A comment. + + + + + Raw JSON. + + + + + An integer. + + + + + A float. + + + + + A string. + + + + + A boolean. + + + + + A null token. + + + + + An undefined token. + + + + + An object end token. + + + + + An array end token. + + + + + A constructor end token. + + + + + A Date. + + + + + Byte data. + + + + + + Represents a reader that provides validation. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Sets an event handler for receiving schema validation errors. + + + + + Gets the text value of the current JSON token. + + + + + + Gets the depth of the current token in the JSON document. + + The depth of the current token in the JSON document. + + + + Gets the path of the current JSON token. + + + + + Gets the quotation mark character used to enclose the value of a string. + + + + + + Gets the type of the current JSON token. + + + + + + Gets the .NET type for the current JSON token. + + + + + + Initializes a new instance of the class that + validates the content returned from the given . + + The to read from while validating. + + + + Gets or sets the schema. + + The schema. + + + + Gets the used to construct this . + + The specified in the constructor. + + + + Changes the reader's state to . + If is set to true, the underlying is also closed. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a []. + + + A [] or null if the next JSON token is null. + + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying as a . + + A . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . This method will return null at the end of an array. + + + + Reads the next JSON token from the underlying as a of . + + A of . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Asynchronously closes this writer. + If is set to true, the destination is also closed. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously flushes whatever is in the buffer to the destination and also flushes the destination. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the specified end token. + + The end token to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes indent characters. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the JSON value delimiter. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an indent space. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON without changing the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of the current JSON object or array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of an array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a constructor. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the end of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a null value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON array. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the start of a constructor with the given name. + + The name of the constructor. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the beginning of a JSON object. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a [] value. + + The [] value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a value. + + The value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes a of value. + + The of value to write. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes an undefined value. + + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously writes the given white space. + + The string of white space characters. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Asynchronously ets the state of the . + + The being written. + The value being written. + The token to monitor for cancellation requests. The default value is . + A that represents the asynchronous operation. + The default behaviour is to execute synchronously, returning an already-completed task. Derived + classes can override this behaviour for true asynchronicity. + + + + Gets or sets a value indicating whether the destination should be closed when this writer is closed. + + + true to close the destination when this writer is closed; otherwise false. The default is true. + + + + + Gets or sets a value indicating whether the JSON should be auto-completed when this writer is closed. + + + true to auto-complete the JSON when this writer is closed; otherwise false. The default is true. + + + + + Gets the top. + + The top. + + + + Gets the state of the writer. + + + + + Gets the path of the writer. + + + + + Gets or sets a value indicating how JSON text output should be formatted. + + + + + Gets or sets how dates are written to JSON text. + + + + + Gets or sets how time zones are handled when writing JSON text. + + + + + Gets or sets how strings are escaped when writing JSON text. + + + + + Gets or sets how special floating point numbers, e.g. , + and , + are written to JSON text. + + + + + Gets or sets how and values are formatted when writing JSON text. + + + + + Gets or sets the culture used when writing JSON. Defaults to . + + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the destination and also flushes the destination. + + + + + Closes this writer. + If is set to true, the destination is also closed. + If is set to true, the JSON is auto-completed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the end of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the end of an array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end constructor. + + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + + + + Writes the property name of a name/value pair of a JSON object. + + The name of the property. + A flag to indicate whether the text should be escaped when it is written as a JSON property name. + + + + Writes the end of the current JSON object or array. + + + + + Writes the current token and its children. + + The to read the token from. + + + + Writes the current token. + + The to read the token from. + A flag indicating whether the current token's children should be written. + + + + Writes the token and its value. + + The to write. + + The value to write. + A value is only required for tokens that have an associated value, e.g. the property name for . + null can be passed to the method for tokens that don't have a value, e.g. . + + + + + Writes the token. + + The to write. + + + + Writes the specified end token. + + The end token to write. + + + + Writes indent characters. + + + + + Writes the JSON value delimiter. + + + + + Writes an indent space. + + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON without changing the writer's state. + + The raw JSON to write. + + + + Writes raw JSON where a value is expected and updates the writer's state. + + The raw JSON to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a of value. + + The of value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + An error will raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes the given white space. + + The string of white space characters. + + + + Releases unmanaged and - optionally - managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Sets the state of the . + + The being written. + The value being written. + + + + The exception thrown when an error occurs while writing JSON text. + + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + Initializes a new instance of the class + with a specified error message, JSON path and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The path to the JSON where the error occurred. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Specifies how JSON comments are handled when loading JSON. + + + + + Ignore comments. + + + + + Load comments as a with type . + + + + + Specifies how duplicate property names are handled when loading JSON. + + + + + Replace the existing value when there is a duplicate property. The value of the last property in the JSON object will be used. + + + + + Ignore the new value when there is a duplicate property. The value of the first property in the JSON object will be used. + + + + + Throw a when a duplicate property is encountered. + + + + + Contains the LINQ to JSON extension methods. + + + + + Returns a collection of tokens that contains the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the ancestors of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, the ancestors of every token in the source collection. + + + + Returns a collection of tokens that contains the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains the descendants of every token in the source collection. + + + + Returns a collection of tokens that contains every token in the source collection, and the descendants of every token in the source collection. + + The type of the objects in source, constrained to . + An of that contains the source collection. + An of that contains every token in the source collection, and the descendants of every token in the source collection. + + + + Returns a collection of child properties of every object in the source collection. + + An of that contains the source collection. + An of that contains the properties of every object in the source collection. + + + + Returns a collection of child values of every object in the source collection with the given key. + + An of that contains the source collection. + The token key. + An of that contains the values of every token in the source collection with the given key. + + + + Returns a collection of child values of every object in the source collection. + + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child values of every object in the source collection with the given key. + + The type to convert the values to. + An of that contains the source collection. + The token key. + An that contains the converted values of every token in the source collection with the given key. + + + + Returns a collection of converted child values of every object in the source collection. + + The type to convert the values to. + An of that contains the source collection. + An that contains the converted values of every token in the source collection. + + + + Converts the value. + + The type to convert the value to. + A cast as a of . + A converted value. + + + + Converts the value. + + The source collection type. + The type to convert the value to. + A cast as a of . + A converted value. + + + + Returns a collection of child tokens of every array in the source collection. + + The source collection type. + An of that contains the source collection. + An of that contains the values of every token in the source collection. + + + + Returns a collection of converted child tokens of every array in the source collection. + + An of that contains the source collection. + The type to convert the values to. + The source collection type. + An that contains the converted values of every token in the source collection. + + + + Returns the input typed as . + + An of that contains the source collection. + The input typed as . + + + + Returns the input typed as . + + The source collection type. + An of that contains the source collection. + The input typed as . + + + + Represents a collection of objects. + + The type of token. + + + + Gets the of with the specified key. + + + + + + Represents a JSON array. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous load. The property contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Initializes a new instance of the class with the specified content. + + The contents of the array. + + + + Loads an from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads an from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the at the specified index. + + + + + + Determines the index of a specific item in the . + + The object to locate in the . + + The index of if found in the list; otherwise, -1. + + + + + Inserts an item to the at the specified index. + + The zero-based index at which should be inserted. + The object to insert into the . + + is not a valid index in the . + + + + + Removes the item at the specified index. + + The zero-based index of the item to remove. + + is not a valid index in the . + + + + + Returns an enumerator that iterates through the collection. + + + A of that can be used to iterate through the collection. + + + + + Adds an item to the . + + The object to add to the . + + + + Removes all items from the . + + + + + Determines whether the contains a specific value. + + The object to locate in the . + + true if is found in the ; otherwise, false. + + + + + Copies the elements of the to an array, starting at a particular array index. + + The array. + Index of the array. + + + + Gets a value indicating whether the is read-only. + + true if the is read-only; otherwise, false. + + + + Removes the first occurrence of a specific object from the . + + The object to remove from the . + + true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . + + + + + Represents a JSON constructor. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets or sets the name of this constructor. + + The constructor name. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name and content. + + The constructor name. + The contents of the constructor. + + + + Initializes a new instance of the class with the specified name. + + The constructor name. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified key. + + The with the specified key. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a token that can contain other tokens. + + + + + Occurs when the list changes or an item in the list changes. + + + + + Occurs before an item is added to the collection. + + + + + Occurs when the items list of the collection has changed, or the collection is reset. + + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Raises the event. + + The instance containing the event data. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Get the first child token of this token. + + + A containing the first child token of the . + + + + + Get the last child token of this token. + + + A containing the last child token of the . + + + + + Returns a collection of the child tokens of this token, in document order. + + + An of containing the child tokens of this , in document order. + + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + + A containing the child values of this , in document order. + + + + + Returns a collection of the descendant tokens for this token in document order. + + An of containing the descendant tokens of the . + + + + Returns a collection of the tokens that contain this token, and all descendant tokens of this token, in document order. + + An of containing this token, and all the descendant tokens of the . + + + + Adds the specified content as children of this . + + The content to be added. + + + + Adds the specified content as the first children of this . + + The content to be added. + + + + Creates a that can be used to add tokens to the . + + A that is ready to have content written to it. + + + + Replaces the child nodes of this token with the specified content. + + The content. + + + + Removes the child nodes from this token. + + + + + Merge the specified content into this . + + The content to be merged. + + + + Merge the specified content into this using . + + The content to be merged. + The used to merge the content. + + + + Gets the count of child JSON tokens. + + The count of child JSON tokens. + + + + Represents a collection of objects. + + The type of token. + + + + An empty collection of objects. + + + + + Initializes a new instance of the struct. + + The enumerable. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Gets the of with the specified key. + + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Represents a JSON object. + + + + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous load. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Occurs when a property value changes. + + + + + Occurs when a property value is changing. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Initializes a new instance of the class with the specified content. + + The contents of the object. + + + + Gets the node type for this . + + The type. + + + + Gets an of of this object's properties. + + An of of this object's properties. + + + + Gets a with the specified name. + + The property name. + A with the specified name or null. + + + + Gets the with the specified name. + The exact name will be searched for first and if no matching property is found then + the will be used to match a property. + + The property name. + One of the enumeration values that specifies how the strings will be compared. + A matched with the specified name or null. + + + + Gets a of of this object's property values. + + A of of this object's property values. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets or sets the with the specified property name. + + + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + is not valid JSON. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + is not valid JSON. + + + + + + + + Creates a from an object. + + The object that will be used to create . + A with the values of the specified object. + + + + Creates a from an object. + + The object that will be used to create . + The that will be used to read the object. + A with the values of the specified object. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Gets the with the specified property name. + + Name of the property. + The with the specified property name. + + + + Gets the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + One of the enumeration values that specifies how the strings will be compared. + The with the specified property name. + + + + Tries to get the with the specified property name. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + Name of the property. + The value. + One of the enumeration values that specifies how the strings will be compared. + true if a value was successfully retrieved; otherwise, false. + + + + Adds the specified property name. + + Name of the property. + The value. + + + + Determines whether the JSON object has the specified property name. + + Name of the property. + true if the JSON object has the specified property name; otherwise, false. + + + + Removes the property with the specified name. + + Name of the property. + true if item was successfully removed; otherwise, false. + + + + Tries to get the with the specified property name. + + Name of the property. + The value. + true if a value was successfully retrieved; otherwise, false. + + + + Returns an enumerator that can be used to iterate through the collection. + + + A that can be used to iterate through the collection. + + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Raises the event with the provided arguments. + + Name of the property. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Represents a JSON property. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Asynchronously loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns a that contains the JSON that was read from the specified . + + + + Gets the container's children tokens. + + The container's children tokens. + + + + Gets the property name. + + The property name. + + + + Gets or sets the property value. + + The property value. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Gets the node type for this . + + The type. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Initializes a new instance of the class. + + The property name. + The property content. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Loads a from a . + + A that will be read for the content of the . + A that contains the JSON that was read from the specified . + + + + Loads a from a . + + A that will be read for the content of the . + The used to load the JSON. + If this is null, default load settings will be used. + A that contains the JSON that was read from the specified . + + + + Represents a view of a . + + + + + Initializes a new instance of the class. + + The name. + + + + When overridden in a derived class, returns whether resetting an object changes its value. + + + true if resetting the component changes its value; otherwise, false. + + The component to test for reset capability. + + + + When overridden in a derived class, gets the current value of the property on a component. + + + The value of a property for a given component. + + The component with the property for which to retrieve the value. + + + + When overridden in a derived class, resets the value for this property of the component to the default value. + + The component with the property value that is to be reset to the default value. + + + + When overridden in a derived class, sets the value of the component to a different value. + + The component with the property value that is to be set. + The new value. + + + + When overridden in a derived class, determines a value indicating whether the value of this property needs to be persisted. + + + true if the property should be persisted; otherwise, false. + + The component with the property to be examined for persistence. + + + + When overridden in a derived class, gets the type of the component this property is bound to. + + + A that represents the type of component this property is bound to. + When the or + + methods are invoked, the object specified might be an instance of this type. + + + + + When overridden in a derived class, gets a value indicating whether this property is read-only. + + + true if the property is read-only; otherwise, false. + + + + + When overridden in a derived class, gets the type of the property. + + + A that represents the type of the property. + + + + + Gets the hash code for the name of the member. + + + + The hash code for the name of the member. + + + + + Represents a raw JSON string. + + + + + Asynchronously creates an instance of with the content of the reader's current token. + + The reader. + The token to monitor for cancellation requests. The default value is . + A representing the asynchronous creation. The + property returns an instance of with the content of the reader's current token. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class. + + The raw json. + + + + Creates an instance of with the content of the reader's current token. + + The reader. + An instance of with the content of the reader's current token. + + + + Specifies the settings used when cloning JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets a flag that indicates whether to copy annotations when cloning a . + The default value is true. + + + A flag that indicates whether to copy annotations when cloning a . + + + + + Specifies the settings used when loading JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets how JSON comments are handled when loading JSON. + The default value is . + + The JSON comment handling. + + + + Gets or sets how JSON line info is handled when loading JSON. + The default value is . + + The JSON line info handling. + + + + Gets or sets how duplicate property names in JSON objects are handled when loading JSON. + The default value is . + + The JSON duplicate property name handling. + + + + Specifies the settings used when merging JSON. + + + + + Initializes a new instance of the class. + + + + + Gets or sets the method used when merging JSON arrays. + + The method used when merging JSON arrays. + + + + Gets or sets how null value properties are merged. + + How null value properties are merged. + + + + Gets or sets the comparison used to match property names while merging. + The exact property name will be searched for first and if no matching property is found then + the will be used to match a property. + + The comparison used to match property names while merging. + + + + Specifies the settings used when selecting JSON. + + + + + Gets or sets a timeout that will be used when executing regular expressions. + + The timeout that will be used when executing regular expressions. + + + + Gets or sets a flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + A flag that indicates whether an error should be thrown if + no tokens are found when evaluating part of the expression. + + + + + Represents an abstract JSON token. + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Writes this token to a asynchronously. + + A into which this method will write. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains + the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Asynchronously creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + The token to monitor for cancellation requests. The default value is . + + A that represents the asynchronous creation. The + property returns a that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Gets a comparer that can compare two tokens for value equality. + + A that can compare two nodes for value equality. + + + + Gets or sets the parent. + + The parent. + + + + Gets the root of this . + + The root of this . + + + + Gets the node type for this . + + The type. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Compares the values of two tokens, including the values of all descendant tokens. + + The first to compare. + The second to compare. + true if the tokens are equal; otherwise false. + + + + Gets the next sibling token of this node. + + The that contains the next sibling token. + + + + Gets the previous sibling token of this node. + + The that contains the previous sibling token. + + + + Gets the path of the JSON token. + + + + + Adds the specified content immediately after this token. + + A content object that contains simple content or a collection of content objects to be added after this token. + + + + Adds the specified content immediately before this token. + + A content object that contains simple content or a collection of content objects to be added before this token. + + + + Returns a collection of the ancestor tokens of this token. + + A collection of the ancestor tokens of this token. + + + + Returns a collection of tokens that contain this token, and the ancestors of this token. + + A collection of tokens that contain this token, and the ancestors of this token. + + + + Returns a collection of the sibling tokens after this token, in document order. + + A collection of the sibling tokens after this tokens, in document order. + + + + Returns a collection of the sibling tokens before this token, in document order. + + A collection of the sibling tokens before this token, in document order. + + + + Gets the with the specified key. + + The with the specified key. + + + + Gets the with the specified key converted to the specified type. + + The type to convert the token to. + The token key. + The converted token value. + + + + Get the first child token of this token. + + A containing the first child token of the . + + + + Get the last child token of this token. + + A containing the last child token of the . + + + + Returns a collection of the child tokens of this token, in document order. + + An of containing the child tokens of this , in document order. + + + + Returns a collection of the child tokens of this token, in document order, filtered by the specified type. + + The type to filter the child tokens on. + A containing the child tokens of this , in document order. + + + + Returns a collection of the child values of this token, in document order. + + The type to convert the values to. + A containing the child values of this , in document order. + + + + Removes this token from its parent. + + + + + Replaces this token with the specified token. + + The value. + + + + Writes this token to a . + + A into which this method will write. + A collection of which will be used when writing the token. + + + + Returns the indented JSON for this token. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + The indented JSON for this token. + + + + + Returns the JSON for this token using the given formatting and converters. + + Indicates how the output should be formatted. + A collection of s which will be used when writing the token. + The JSON for this token using the given formatting and converters. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to []. + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to of . + + The value. + The result of the conversion. + + + + Performs an explicit conversion from to . + + The value. + The result of the conversion. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from [] to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from to . + + The value to create a from. + The initialized with the specified value. + + + + Performs an implicit conversion from of to . + + The value to create a from. + The initialized with the specified value. + + + + Creates a for this token. + + A that can be used to read this token and its descendants. + + + + Creates a from an object. + + The object that will be used to create . + A with the value of the specified object. + + + + Creates a from an object using the specified . + + The object that will be used to create . + The that will be used when reading the object. + A with the value of the specified object. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the . + + The object type that the token will be deserialized to. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates an instance of the specified .NET type from the using the specified . + + The object type that the token will be deserialized to. + The that will be used when creating the object. + The new object created from the JSON value. + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + An positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Load a from a string that contains JSON. + + A that contains JSON. + A populated from the string that contains JSON. + + + + Load a from a string that contains JSON. + + A that contains JSON. + The used to load the JSON. + If this is null, default load settings will be used. + A populated from the string that contains JSON. + + + + Creates a from a . + + A positioned at the token to read into this . + The used to load the JSON. + If this is null, default load settings will be used. + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Creates a from a . + + A positioned at the token to read into this . + + A that contains the token and its descendant tokens + that were read from the reader. The runtime type of the token is determined + by the token type of the first token encountered in the reader. + + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A , or null. + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + A . + + + + Selects a using a JSONPath expression. Selects the token that matches the object path. + + + A that contains a JSONPath expression. + + The used to select tokens. + A . + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + A flag to indicate whether an error should be thrown if no tokens are found when evaluating part of the expression. + An of that contains the selected elements. + + + + Selects a collection of elements using a JSONPath expression. + + + A that contains a JSONPath expression. + + The used to select tokens. + An of that contains the selected elements. + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A new instance of the . + + + + Creates a new instance of the . All child tokens are recursively cloned. + + A object to configure cloning settings. + A new instance of the . + + + + Adds an object to the annotation list of this . + + The annotation to add. + + + + Get the first annotation object of the specified type from this . + + The type of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets the first annotation object of the specified type from this . + + The of the annotation to retrieve. + The first annotation object that matches the specified type, or null if no annotation is of the specified type. + + + + Gets a collection of annotations of the specified type for this . + + The type of the annotations to retrieve. + An that contains the annotations for this . + + + + Gets a collection of annotations of the specified type for this . + + The of the annotations to retrieve. + An of that contains the annotations that match the specified type for this . + + + + Removes the annotations of the specified type from this . + + The type of annotations to remove. + + + + Removes the annotations of the specified type from this . + + The of annotations to remove. + + + + Compares tokens to determine whether they are equal. + + + + + Determines whether the specified objects are equal. + + The first object of type to compare. + The second object of type to compare. + + true if the specified objects are equal; otherwise, false. + + + + + Returns a hash code for the specified object. + + The for which a hash code is to be returned. + A hash code for the specified object. + The type of is a reference type and is null. + + + + Represents a reader that provides fast, non-cached, forward-only access to serialized JSON data. + + + + + Gets the at the reader's current position. + + + + + Initializes a new instance of the class. + + The token to read from. + + + + Initializes a new instance of the class. + + The token to read from. + The initial path of the token. It is prepended to the returned . + + + + Reads the next JSON token from the underlying . + + + true if the next token was read successfully; false if there are no more tokens to read. + + + + + Gets the path of the current JSON token. + + + + + Specifies the type of token. + + + + + No token type has been set. + + + + + A JSON object. + + + + + A JSON array. + + + + + A JSON constructor. + + + + + A JSON object property. + + + + + A comment. + + + + + An integer value. + + + + + A float value. + + + + + A string value. + + + + + A boolean value. + + + + + A null value. + + + + + An undefined value. + + + + + A date value. + + + + + A raw JSON value. + + + + + A collection of bytes value. + + + + + A Guid value. + + + + + A Uri value. + + + + + A TimeSpan value. + + + + + Represents a writer that provides a fast, non-cached, forward-only way of generating JSON data. + + + + + Gets the at the writer's current position. + + + + + Gets the token being written. + + The token being written. + + + + Initializes a new instance of the class writing to the given . + + The container being written to. + + + + Initializes a new instance of the class. + + + + + Flushes whatever is in the buffer to the underlying . + + + + + Closes this writer. + If is set to true, the JSON is auto-completed. + + + Setting to true has no additional effect, since the underlying is a type that cannot be closed. + + + + + Writes the beginning of a JSON object. + + + + + Writes the beginning of a JSON array. + + + + + Writes the start of a constructor with the given name. + + The name of the constructor. + + + + Writes the end. + + The token. + + + + Writes the property name of a name/value pair on a JSON object. + + The name of the property. + + + + Writes a value. + An error will be raised if the value cannot be written as a single JSON token. + + The value to write. + + + + Writes a null value. + + + + + Writes an undefined value. + + + + + Writes raw JSON. + + The raw JSON to write. + + + + Writes a comment /*...*/ containing the specified text. + + Text to place inside the comment. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a [] value. + + The [] value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Writes a value. + + The value to write. + + + + Represents a value in JSON (string, integer, date, etc). + + + + + Writes this token to a asynchronously. + + A into which this method will write. + The token to monitor for cancellation requests. + A collection of which will be used when writing the token. + A that represents the asynchronous write operation. + + + + Initializes a new instance of the class from another object. + + A object to copy from. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Initializes a new instance of the class with the given value. + + The value. + + + + Gets a value indicating whether this token has child tokens. + + + true if this token has child values; otherwise, false. + + + + + Creates a comment with the given value. + + The value. + A comment with the given value. + + + + Creates a string with the given value. + + The value. + A string with the given value. + + + + Creates a null value. + + A null value. + + + + Creates a undefined value. + + A undefined value. + + + + Gets the node type for this . + + The type. + + + + Gets or sets the underlying token value. + + The underlying token value. + + + + Writes this token to a . + + A into which this method will write. + A collection of s which will be used when writing the token. + + + + Indicates whether the current object is equal to another object of the same type. + + + true if the current object is equal to the parameter; otherwise, false. + + An object to compare with this object. + + + + Determines whether the specified is equal to the current . + + The to compare with the current . + + true if the specified is equal to the current ; otherwise, false. + + + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + + + + Returns a that represents this instance. + + + ToString() returns a non-JSON string value for tokens with a type of . + If you want the JSON for all token types then you should use . + + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format provider. + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + The format provider. + + A that represents this instance. + + + + + Returns the responsible for binding operations performed on this object. + + The expression tree representation of the runtime value. + + The to bind this object. + + + + + Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object. + + An object to compare with this instance. + + A 32-bit signed integer that indicates the relative order of the objects being compared. The return value has these meanings: + Value + Meaning + Less than zero + This instance is less than . + Zero + This instance is equal to . + Greater than zero + This instance is greater than . + + + is not of the same type as this instance. + + + + + Specifies how line information is handled when loading JSON. + + + + + Ignore line information. + + + + + Load line information. + + + + + Specifies how JSON arrays are merged together. + + + + Concatenate arrays. + + + Union arrays, skipping items that already exist. + + + Replace all array items. + + + Merge array items together, matched by index. + + + + Specifies how null value properties are merged. + + + + + The content's null value properties will be ignored during merging. + + + + + The content's null value properties will be merged. + + + + + Specifies the member serialization options for the . + + + + + All public members are serialized by default. Members can be excluded using or . + This is the default member serialization mode. + + + + + Only members marked with or are serialized. + This member serialization mode can also be set by marking the class with . + + + + + All public and private fields are serialized. Members can be excluded using or . + This member serialization mode can also be set by marking the class with + and setting IgnoreSerializableAttribute on to false. + + + + + Specifies metadata property handling options for the . + + + + + Read metadata properties located at the start of a JSON object. + + + + + Read metadata properties located anywhere in a JSON object. Note that this setting will impact performance. + + + + + Do not try to read metadata properties. + + + + + Specifies missing member handling options for the . + + + + + Ignore a missing member and do not attempt to deserialize it. + + + + + Throw a when a missing member is encountered during deserialization. + + + + + Specifies null value handling options for the . + + + + + + + + + Include null values when serializing and deserializing objects. + + + + + Ignore null values when serializing and deserializing objects. + + + + + Specifies how object creation is handled by the . + + + + + Reuse existing objects, create new objects when needed. + + + + + Only reuse existing objects. + + + + + Always create new objects. + + + + + Specifies reference handling options for the . + Note that references cannot be preserved when a value is set via a non-default constructor such as types that implement . + + + + + + + + Do not preserve references when serializing types. + + + + + Preserve references when serializing into a JSON object structure. + + + + + Preserve references when serializing into a JSON array structure. + + + + + Preserve references when serializing. + + + + + Specifies reference loop handling options for the . + + + + + Throw a when a loop is encountered. + + + + + Ignore loop references and do not serialize. + + + + + Serialize loop references. + + + + + Indicating whether a property is required. + + + + + The property is not required. The default state. + + + + + The property must be defined in JSON but can be a null value. + + + + + The property must be defined in JSON and cannot be a null value. + + + + + The property is not required but it cannot be a null value. + + + + + + Contains the JSON schema extension methods. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + true if the specified is valid; otherwise, false. + + + + + + Determines whether the is valid. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + When this method returns, contains any error messages generated while validating. + + true if the specified is valid; otherwise, false. + + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + + + + + Validates the specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + The source to test. + The schema to test with. + The validation event handler. + + + + + An in-memory representation of a JSON Schema. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the id. + + + + + Gets or sets the title. + + + + + Gets or sets whether the object is required. + + + + + Gets or sets whether the object is read-only. + + + + + Gets or sets whether the object is visible to users. + + + + + Gets or sets whether the object is transient. + + + + + Gets or sets the description of the object. + + + + + Gets or sets the types of values allowed by the object. + + The type. + + + + Gets or sets the pattern. + + The pattern. + + + + Gets or sets the minimum length. + + The minimum length. + + + + Gets or sets the maximum length. + + The maximum length. + + + + Gets or sets a number that the value should be divisible by. + + A number that the value should be divisible by. + + + + Gets or sets the minimum. + + The minimum. + + + + Gets or sets the maximum. + + The maximum. + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the minimum attribute (). + + A flag indicating whether the value can not equal the number defined by the minimum attribute (). + + + + Gets or sets a flag indicating whether the value can not equal the number defined by the maximum attribute (). + + A flag indicating whether the value can not equal the number defined by the maximum attribute (). + + + + Gets or sets the minimum number of items. + + The minimum number of items. + + + + Gets or sets the maximum number of items. + + The maximum number of items. + + + + Gets or sets the of items. + + The of items. + + + + Gets or sets a value indicating whether items in an array are validated using the instance at their array position from . + + + true if items are validated using their array position; otherwise, false. + + + + + Gets or sets the of additional items. + + The of additional items. + + + + Gets or sets a value indicating whether additional items are allowed. + + + true if additional items are allowed; otherwise, false. + + + + + Gets or sets whether the array items must be unique. + + + + + Gets or sets the of properties. + + The of properties. + + + + Gets or sets the of additional properties. + + The of additional properties. + + + + Gets or sets the pattern properties. + + The pattern properties. + + + + Gets or sets a value indicating whether additional properties are allowed. + + + true if additional properties are allowed; otherwise, false. + + + + + Gets or sets the required property if this property is present. + + The required property if this property is present. + + + + Gets or sets the a collection of valid enum values allowed. + + A collection of valid enum values allowed. + + + + Gets or sets disallowed types. + + The disallowed types. + + + + Gets or sets the default value. + + The default value. + + + + Gets or sets the collection of that this schema extends. + + The collection of that this schema extends. + + + + Gets or sets the format. + + The format. + + + + Initializes a new instance of the class. + + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The object representing the JSON Schema. + + + + Reads a from the specified . + + The containing the JSON Schema to read. + The to use when resolving schema references. + The object representing the JSON Schema. + + + + Load a from a string that contains JSON Schema. + + A that contains JSON Schema. + A populated from the string that contains JSON Schema. + + + + Load a from a string that contains JSON Schema using the specified . + + A that contains JSON Schema. + The resolver. + A populated from the string that contains JSON Schema. + + + + Writes this schema to a . + + A into which this method will write. + + + + Writes this schema to a using the specified . + + A into which this method will write. + The resolver used. + + + + Returns a that represents the current . + + + A that represents the current . + + + + + + Returns detailed information about the schema exception. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the line number indicating where the error occurred. + + The line number indicating where the error occurred. + + + + Gets the line position indicating where the error occurred. + + The line position indicating where the error occurred. + + + + Gets the path to the JSON where the error occurred. + + The path to the JSON where the error occurred. + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class + with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the class + with a specified error message and a reference to the inner exception that is the cause of this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception, or null if no inner exception is specified. + + + + Initializes a new instance of the class. + + The that holds the serialized object data about the exception being thrown. + The that contains contextual information about the source or destination. + The parameter is null. + The class name is null or is zero (0). + + + + + Generates a from a specified . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets how undefined schemas are handled by the serializer. + + + + + Gets or sets the contract resolver. + + The contract resolver. + + + + Generate a from the specified type. + + The type to generate a from. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + Generate a from the specified type. + + The type to generate a from. + The used to resolve schema references. + Specify whether the generated root will be nullable. + A generated from the specified type. + + + + + Resolves from an id. + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets or sets the loaded schemas. + + The loaded schemas. + + + + Initializes a new instance of the class. + + + + + Gets a for the specified reference. + + The id. + A for the specified reference. + + + + + The value types allowed by the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + No type specified. + + + + + String type. + + + + + Float type. + + + + + Integer type. + + + + + Boolean type. + + + + + Object type. + + + + + Array type. + + + + + Null type. + + + + + Any type. + + + + + + Specifies undefined schema Id handling options for the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Do not infer a schema Id. + + + + + Use the .NET type name as the schema Id. + + + + + Use the assembly qualified .NET type name as the schema Id. + + + + + + Returns detailed information related to the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + Gets the associated with the validation error. + + The JsonSchemaException associated with the validation error. + + + + Gets the path of the JSON location where the validation error occurred. + + The path of the JSON location where the validation error occurred. + + + + Gets the text description corresponding to the validation error. + + The text description. + + + + + Represents the callback method that will handle JSON schema validation events and the . + + + JSON Schema validation has been moved to its own package. See https://www.newtonsoft.com/jsonschema for more details. + + + + + + A camel case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Resolves member mappings for a type, camel casing property names. + + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used by to resolve a for a given . + + + + + Gets a value indicating whether members are being get and set using dynamic code generation. + This value is determined by the runtime permissions available. + + + true if using dynamic code generation; otherwise, false. + + + + + Gets or sets the default members search flags. + + The default members search flags. + + + + Gets or sets a value indicating whether compiler generated members should be serialized. + + + true if serialized compiler generated members; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the interface when serializing and deserializing types. + + + true if the interface will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore the attribute when serializing and deserializing types. + + + true if the attribute will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore IsSpecified members when serializing and deserializing types. + + + true if the IsSpecified members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets a value indicating whether to ignore ShouldSerialize members when serializing and deserializing types. + + + true if the ShouldSerialize members will be ignored when serializing and deserializing types; otherwise, false. + + + + + Gets or sets the naming strategy used to resolve how property names and dictionary keys are serialized. + + The naming strategy used to resolve how property names and dictionary keys are serialized. + + + + Initializes a new instance of the class. + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Gets the serializable members for the type. + + The type to get serializable members for. + The serializable members for the type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates the constructor parameters. + + The constructor to create properties for. + The type's member properties. + Properties for the given . + + + + Creates a for the given . + + The matching member property. + The constructor parameter. + A created for the given . + + + + Resolves the default for the contract. + + Type of the object. + The contract's default . + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Creates a for the given type. + + Type of the object. + A for the given type. + + + + Determines which contract type is created for the given type. + + Type of the object. + A for the given type. + + + + Creates properties for the given . + + The type to create properties for. + /// The member serialization mode for the type. + Properties for the given . + + + + Creates the used by the serializer to get and set values from a member. + + The member. + The used by the serializer to get and set values from a member. + + + + Creates a for the given . + + The member's parent . + The member to create a for. + A created for the given . + + + + Resolves the name of the property. + + Name of the property. + Resolved name of the property. + + + + Resolves the name of the extension data. By default no changes are made to extension data names. + + Name of the extension data. + Resolved name of the extension data. + + + + Resolves the key of the dictionary. By default is used to resolve dictionary keys. + + Key of the dictionary. + Resolved key of the dictionary. + + + + Gets the resolved name of the property. + + Name of the property. + Name of the property. + + + + The default naming strategy. Property names and dictionary keys are unchanged. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + The default serialization binder used when resolving and loading classes from type names. + + + + + Initializes a new instance of the class. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + The type of the object the formatter creates a new instance of. + + + + + When overridden in a derived class, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer that writes to the application's instances. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Provides information surrounding an error. + + + + + Gets the error. + + The error. + + + + Gets the original object that caused the error. + + The original object that caused the error. + + + + Gets the member that caused the error. + + The member that caused the error. + + + + Gets the path of the JSON location where the error occurred. + + The path of the JSON location where the error occurred. + + + + Gets or sets a value indicating whether this is handled. + + true if handled; otherwise, false. + + + + Provides data for the Error event. + + + + + Gets the current object the error event is being raised against. + + The current object the error event is being raised against. + + + + Gets the error context. + + The error context. + + + + Initializes a new instance of the class. + + The current object. + The error context. + + + + Get and set values for a using dynamic methods. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Provides methods to get attributes. + + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Used by to resolve a for a given . + + + + + + + + + Resolves the contract for a given type. + + The type to resolve a contract for. + The contract for a given type. + + + + Used to resolve references when serializing and deserializing JSON by the . + + + + + Resolves a reference to its object. + + The serialization context. + The reference to resolve. + The object that was resolved from the reference. + + + + Gets the reference for the specified object. + + The serialization context. + The object to get a reference for. + The reference to the object. + + + + Determines whether the specified object is referenced. + + The serialization context. + The object to test for a reference. + + true if the specified object is referenced; otherwise, false. + + + + + Adds a reference to the specified object. + + The serialization context. + The reference. + The object to reference. + + + + Allows users to control class loading and mandate what class to load. + + + + + When implemented, controls the binding of a serialized object to a type. + + Specifies the name of the serialized object. + Specifies the name of the serialized object + The type of the object the formatter creates a new instance of. + + + + When implemented, controls the binding of a serialized object to a type. + + The type of the object the formatter creates a new instance of. + Specifies the name of the serialized object. + Specifies the name of the serialized object. + + + + Represents a trace writer. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + The that will be used to filter the trace messages passed to the writer. + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Provides methods to get and set values. + + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + Contract details for a used by the . + + + + + Gets the of the collection items. + + The of the collection items. + + + + Gets a value indicating whether the collection type is a multidimensional array. + + true if the collection type is a multidimensional array; otherwise, false. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the collection values. + + true if the creator has a parameter with the collection values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the default collection items . + + The converter. + + + + Gets or sets a value indicating whether the collection items preserve object references. + + true if collection items preserve object references; otherwise, false. + + + + Gets or sets the collection item reference loop handling. + + The reference loop handling. + + + + Gets or sets the collection item type name handling. + + The type name handling. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Handles serialization callback events. + + The object that raised the callback event. + The streaming context. + + + + Handles serialization error callback events. + + The object that raised the callback event. + The streaming context. + The error context. + + + + Sets extension data for an object during deserialization. + + The object to set extension data on. + The extension data key. + The extension data value. + + + + Gets extension data for an object during serialization. + + The object to set extension data on. + + + + Contract details for a used by the . + + + + + Gets the underlying type for the contract. + + The underlying type for the contract. + + + + Gets or sets the type created during deserialization. + + The type created during deserialization. + + + + Gets or sets whether this type contract is serialized as a reference. + + Whether this type contract is serialized as a reference. + + + + Gets or sets the default for this contract. + + The converter. + + + + Gets the internally resolved for the contract's type. + This converter is used as a fallback converter when no other converter is resolved. + Setting will always override this converter. + + + + + Gets or sets all methods called immediately after deserialization of the object. + + The methods called immediately after deserialization of the object. + + + + Gets or sets all methods called during deserialization of the object. + + The methods called during deserialization of the object. + + + + Gets or sets all methods called after serialization of the object graph. + + The methods called after serialization of the object graph. + + + + Gets or sets all methods called before serialization of the object. + + The methods called before serialization of the object. + + + + Gets or sets all method called when an error is thrown during the serialization of the object. + + The methods called when an error is thrown during the serialization of the object. + + + + Gets or sets the default creator method used to create the object. + + The default creator method used to create the object. + + + + Gets or sets a value indicating whether the default creator is non-public. + + true if the default object creator is non-public; otherwise, false. + + + + Contract details for a used by the . + + + + + Gets or sets the dictionary key resolver. + + The dictionary key resolver. + + + + Gets the of the dictionary keys. + + The of the dictionary keys. + + + + Gets the of the dictionary values. + + The of the dictionary values. + + + + Gets or sets the function used to create the object. When set this function will override . + + The function used to create the object. + + + + Gets a value indicating whether the creator has a parameter with the dictionary values. + + true if the creator has a parameter with the dictionary values; otherwise, false. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets the object's properties. + + The object's properties. + + + + Gets or sets the property name resolver. + + The property name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object constructor. + + The object constructor. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Gets or sets the object member serialization. + + The member object serialization. + + + + Gets or sets the missing member handling used when deserializing this object. + + The missing member handling. + + + + Gets or sets a value that indicates whether the object's properties are required. + + + A value indicating whether the object's properties are required. + + + + + Gets or sets how the object's properties with null values are handled during serialization and deserialization. + + How the object's properties with null values are handled during serialization and deserialization. + + + + Gets the object's properties. + + The object's properties. + + + + Gets a collection of instances that define the parameters used with . + + + + + Gets or sets the function used to create the object. When set this function will override . + This function is called with a collection of arguments which are defined by the collection. + + The function used to create the object. + + + + Gets or sets the extension data setter. + + + + + Gets or sets the extension data getter. + + + + + Gets or sets the extension data value type. + + + + + Gets or sets the extension data name resolver. + + The extension data name resolver. + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Maps a JSON property to a .NET member or constructor parameter. + + + + + Gets or sets the name of the property. + + The name of the property. + + + + Gets or sets the type that declared this property. + + The type that declared this property. + + + + Gets or sets the order of serialization of a member. + + The numeric order of serialization. + + + + Gets or sets the name of the underlying member or parameter. + + The name of the underlying member or parameter. + + + + Gets the that will get and set the during serialization. + + The that will get and set the during serialization. + + + + Gets or sets the for this property. + + The for this property. + + + + Gets or sets the type of the property. + + The type of the property. + + + + Gets or sets the for the property. + If set this converter takes precedence over the contract converter for the property type. + + The converter. + + + + Gets or sets the member converter. + + The member converter. + + + + Gets or sets a value indicating whether this is ignored. + + true if ignored; otherwise, false. + + + + Gets or sets a value indicating whether this is readable. + + true if readable; otherwise, false. + + + + Gets or sets a value indicating whether this is writable. + + true if writable; otherwise, false. + + + + Gets or sets a value indicating whether this has a member attribute. + + true if has a member attribute; otherwise, false. + + + + Gets the default value. + + The default value. + + + + Gets or sets a value indicating whether this is required. + + A value indicating whether this is required. + + + + Gets a value indicating whether has a value specified. + + + + + Gets or sets a value indicating whether this property preserves object references. + + + true if this instance is reference; otherwise, false. + + + + + Gets or sets the property null value handling. + + The null value handling. + + + + Gets or sets the property default value handling. + + The default value handling. + + + + Gets or sets the property reference loop handling. + + The reference loop handling. + + + + Gets or sets the property object creation handling. + + The object creation handling. + + + + Gets or sets or sets the type name handling. + + The type name handling. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets a predicate used to determine whether the property should be deserialized. + + A predicate used to determine whether the property should be deserialized. + + + + Gets or sets a predicate used to determine whether the property should be serialized. + + A predicate used to determine whether the property should be serialized. + + + + Gets or sets an action used to set whether the property has been deserialized. + + An action used to set whether the property has been deserialized. + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Gets or sets the converter used when serializing the property's collection items. + + The collection's items converter. + + + + Gets or sets whether this property's collection items are serialized as a reference. + + Whether this property's collection items are serialized as a reference. + + + + Gets or sets the type name handling used when serializing the property's collection items. + + The collection's items type name handling. + + + + Gets or sets the reference loop handling used when serializing the property's collection items. + + The collection's items reference loop handling. + + + + A collection of objects. + + + + + Initializes a new instance of the class. + + The type. + + + + When implemented in a derived class, extracts the key from the specified element. + + The element from which to extract the key. + The key for the specified element. + + + + Adds a object. + + The property to add to the collection. + + + + Gets the closest matching object. + First attempts to get an exact case match of and then + a case insensitive match. + + Name of the property. + A matching property if found. + + + + Gets a property by property name. + + The name of the property to get. + Type property name string comparison. + A matching property if found. + + + + Contract details for a used by the . + + + + + Initializes a new instance of the class. + + The underlying type for the contract. + + + + Lookup and create an instance of the type described by the argument. + + The type to create. + Optional arguments to pass to an initializing constructor of the JsonConverter. + If null, the default constructor is used. + + + + A kebab case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Represents a trace writer that writes to memory. When the trace message limit is + reached then old trace messages will be removed as new messages are added. + + + + + Gets the that will be used to filter the trace messages passed to the writer. + For example a filter level of will exclude messages and include , + and messages. + + + The that will be used to filter the trace messages passed to the writer. + + + + + Initializes a new instance of the class. + + + + + Writes the specified trace level, message and optional exception. + + The at which to write this trace. + The trace message. + The trace exception. This parameter is optional. + + + + Returns an enumeration of the most recent trace messages. + + An enumeration of the most recent trace messages. + + + + Returns a of the most recent trace messages. + + + A of the most recent trace messages. + + + + + A base class for resolving how property names and dictionary keys are serialized. + + + + + A flag indicating whether dictionary keys should be processed. + Defaults to false. + + + + + A flag indicating whether extension data names should be processed. + Defaults to false. + + + + + A flag indicating whether explicitly specified property names, + e.g. a property name customized with a , should be processed. + Defaults to false. + + + + + Gets the serialized name for a given property name. + + The initial property name. + A flag indicating whether the property has had a name explicitly specified. + The serialized property name. + + + + Gets the serialized name for a given extension data name. + + The initial extension data name. + The serialized extension data name. + + + + Gets the serialized key for a given dictionary key. + + The initial dictionary key. + The serialized dictionary key. + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Hash code calculation + + + + + + Object equality implementation + + + + + + + Compare to another NamingStrategy + + + + + + + Represents a method that constructs an object. + + The object type to create. + + + + When applied to a method, specifies that the method is called when an error occurs serializing an object. + + + + + Provides methods to get attributes from a , , or . + + + + + Initializes a new instance of the class. + + The instance to get attributes for. This parameter should be a , , or . + + + + Returns a collection of all of the attributes, or an empty collection if there are no attributes. + + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Returns a collection of attributes, identified by type, or an empty collection if there are no attributes. + + The type of the attributes. + When true, look up the hierarchy chain for the inherited custom attribute. + A collection of s, or an empty collection. + + + + Get and set values for a using reflection. + + + + + Initializes a new instance of the class. + + The member info. + + + + Sets the value. + + The target to set the value on. + The value to set on the target. + + + + Gets the value. + + The target to get the value from. + The value. + + + + A snake case naming strategy. + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + + + Initializes a new instance of the class. + + + A flag indicating whether dictionary keys should be processed. + + + A flag indicating whether explicitly specified property names should be processed, + e.g. a property name customized with a . + + + A flag indicating whether extension data names should be processed. + + + + + Initializes a new instance of the class. + + + + + Resolves the specified property name. + + The property name to resolve. + The resolved property name. + + + + Specifies how strings are escaped when writing JSON text. + + + + + Only control characters (e.g. newline) are escaped. + + + + + All non-ASCII and control characters (e.g. newline) are escaped. + + + + + HTML (<, >, &, ', ") and control characters (e.g. newline) are escaped. + + + + + Indicates the method that will be used during deserialization for locating and loading assemblies. + + + + + In simple mode, the assembly used during deserialization need not match exactly the assembly used during serialization. Specifically, the version numbers need not match as the LoadWithPartialName method of the class is used to load the assembly. + + + + + In full mode, the assembly used during deserialization must match exactly the assembly used during serialization. The Load method of the class is used to load the assembly. + + + + + Specifies type name handling options for the . + + + should be used with caution when your application deserializes JSON from an external source. + Incoming types should be validated with a custom + when deserializing with a value other than . + + + + + Do not include the .NET type name when serializing types. + + + + + Include the .NET type name when serializing into a JSON object structure. + + + + + Include the .NET type name when serializing into a JSON array structure. + + + + + Always include the .NET type name when serializing. + + + + + Include the .NET type name when the type of the object being serialized is not the same as its declared type. + Note that this doesn't include the root serialized object by default. To include the root object's type name in JSON + you must specify a root type object with + or . + + + + + Determines whether the collection is null or empty. + + The collection. + + true if the collection is null or empty; otherwise, false. + + + + + Adds the elements of the specified collection to the specified generic . + + The list to add to. + The collection of elements to add. + + + + Converts the value to the specified type. If the value is unable to be converted, the + value is checked whether it assignable to the specified type. + + The value to convert. + The culture to use when converting. + The type to convert or cast the value to. + + The converted type. If conversion was unsuccessful, the initial value + is returned if assignable to the target type. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic that returns a result + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Helper method for generating a MetaObject which calls a + specific method on Dynamic, but uses one of the arguments for + the result. + + + + + Returns a Restrictions object which includes our current restrictions merged + with a restriction limiting our type + + + + + Helper class for serializing immutable collections. + Note that this is used by all builds, even those that don't support immutable collections, in case the DLL is GACed + https://github.com/JamesNK/Newtonsoft.Json/issues/652 + + + + + Gets the type of the typed collection's items. + + The type. + The type of the typed collection's items. + + + + Gets the member's underlying type. + + The member. + The underlying type of the member. + + + + Determines whether the property is an indexed property. + + The property. + + true if the property is an indexed property; otherwise, false. + + + + + Gets the member's value on the object. + + The member. + The target object. + The member's value on the object. + + + + Sets the member's value on the target object. + + The member. + The target. + The value. + + + + Determines whether the specified MemberInfo can be read. + + The MemberInfo to determine whether can be read. + /// if set to true then allow the member to be gotten non-publicly. + + true if the specified MemberInfo can be read; otherwise, false. + + + + + Determines whether the specified MemberInfo can be set. + + The MemberInfo to determine whether can be set. + if set to true then allow the member to be set non-publicly. + if set to true then allow the member to be set if read-only. + + true if the specified MemberInfo can be set; otherwise, false. + + + + + Builds a string. Unlike this class lets you reuse its internal buffer. + + + + + Determines whether the string is all white space. Empty string will return false. + + The string to test whether it is all white space. + + true if the string is all white space; otherwise, false. + + + + + Specifies the state of the . + + + + + An exception has been thrown, which has left the in an invalid state. + You may call the method to put the in the Closed state. + Any other method calls result in an being thrown. + + + + + The method has been called. + + + + + An object is being written. + + + + + An array is being written. + + + + + A constructor is being written. + + + + + A property is being written. + + + + + A write method has not been called. + + + + Specifies that an output will not be null even if the corresponding type allows it. + + + Specifies that when a method returns , the parameter will not be null even if the corresponding type allows it. + + + Initializes the attribute with the specified return value condition. + + The return value condition. If the method returns this value, the associated parameter will not be null. + + + + Gets the return value condition. + + + Specifies that an output may be null even if the corresponding type disallows it. + + + Specifies that null is allowed as an input even if the corresponding type disallows it. + + + + Specifies that the method will not return if the associated Boolean parameter is passed the specified value. + + + + + Initializes a new instance of the class. + + + The condition parameter value. Code after the method will be considered unreachable by diagnostics if the argument to + the associated parameter matches this value. + + + + Gets the condition parameter value. + + + diff --git a/packages/Newtonsoft.Json.13.0.3/packageIcon.png b/packages/Newtonsoft.Json.13.0.3/packageIcon.png new file mode 100644 index 0000000..10c06a5 Binary files /dev/null and b/packages/Newtonsoft.Json.13.0.3/packageIcon.png differ