Package-level declarations
Types
The type of animation resource.
An AssetBundle is a packaged collection of resources.
The abstract audio resource class for all audio resources including AudioResource.
Manages a group of audio resources.
The Resource type for audio.
Represents the blending mode of the material.
The culling mode for the material Default:BACK.
This resource type for model components allows you to create GPU instancing for all your models and material resources. It can be used to render a large number of models in a scene, optimizing CPU draw calls to enhance performance. Additionally, it supports reusing instance data.
A high-level representation of a collection of vertices and edges that define a shape. All models imported into the engine are measured in meters.
A material that simulates the appearance of real-world objects.
A resource type used to define the properties of physics materials, such as friction and restitution.
Fill modes for rendering polygon.
A material that turns a mesh into a portal to a portable world.
Exception thrown when an error occurs during resource or entity loading.
Provides methods to query and modify material parameters for dynamic customization at runtime.
Represents a shape resource.
Managed SurfaceRenderTexture resource for Android media rendering, this resource obey to the lifecycle management of the Resource, call toGlobal() can make it reusable.
The color space of the texture.
Option for creating TextureResource.
The encoding of texture.
The mipmap mode of the texture.
A representation of a texture.
A material type that renders without being affected by scene lighting.
A material specialized for rendering spatial videos.