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,AudioGroupResource.
The AudioAsset type for audio group.
Manages a group of audio resources.
The Resource type for audio.
Represents the blending mode of the material.
Option for creating a box MeshResource.
Option for creating a capsule MeshResource.
A high-level representation of a Gaussian splatting resource.
Specifies the face culling mode used when rendering a material.
A resource for model components that enables GPU instancing for models and materials.
A container for mesh geometry 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 polygons.
A material that turns a mesh into a portal to a portable world.
Topology type for primitive box mesh generation.
Topology type for primitive capsule mesh generation.
Topology type for primitive sphere mesh generation.
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.
Option for creating a sphere MeshResource.
Managed SurfaceRenderTexture resource for Android media rendering; this resource obeys the lifecycle management of Resource. Calling toGlobal() can make it reusable.
The color space of the texture.
Options for creating a 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.