functions Static Methods 50

AddLogger (logger)
AutoComplete (text, maxCount)
AutoCompleteResult[]
ClearPackageCache ()
Delete the cached package info. This will cause any future requests to get fresh information from the backend. This is useful if you just updated something and want to see the changes.
CompileShader (localPath, options, token)
Task`1
Compile a fucking shader. Takes a .shader file and compiles it.
CopyAssetToDirectory (asset, directory, overwrite)
Copies an asset's source and compiled files to a directory (if they exist)
CreateModelFromMeshComponents (meshComponents, targetAbsolutePath)
Asset
Create a vmdl file from mesh components. Will return non null if the asset was created successfully. The model's origin will be placed at the first mesh component's position.
CreateModelFromMeshFile (meshFile, targetAbsolutePath)
Asset
Create a vmdl file from a mesh. Will return non null if the asset was created successfully
CreateModelFromPolygonMeshes (polygonMeshes, targetAbsolutePath)
Asset
Create a vmdl file from polygon meshes. Will return non null if the asset was created successfully
CreateSceneWorld ()
SceneWorld
CreateVideoWriter (path, config)
VideoWriter
Create a video writer
CreateWebSurface ()
WebSurface
Create an unlimited web surface
DisableTextureStreaming ()
IDisposable
Force textures to load fully when loading a model etc..
DisplayDialog (title, message, okay, icon, parent)
Display a modal dialog message. This is a blocking call.
DownloadAsync (url, targetfile, progress, token)
Task`1
FindInScene (component)
Finds a component in the scene and selects it in the editor
FindProjectByDirectory (fullPath)
Project
Tries to find a project based on a given directory.
GetAssetFromProject (project)
Asset
GetFileThumbnail (filePath, width, height)
Pixmap
GetGameObjectSystem (scene, fromType)
GameObjectSystem
Gets a GameObjectSystem from its type
GetRootPanels ()
HashSet`1
Get all the root panels.
GetSearchPaths ()
string
Gets every search path seperated by ;
GetSerializedObject (obj)
SerializedObject
Get a serialized object for this object. Because you're in the editor, this is an unrestricted object, we aren't whitelisting or using TypeLibrary.
GetSourceLocation (scene)
ISourceLocation
Gets the source location for the given scene, used by action graph stack traces, and so the action graph editor knows which asset to save when editing a graph.
IsCodeFile (fullPath)
bool
Checks if a given file is a code file
IsCodeFolder (fullPath)
bool
Checks if a given folder is a code folder, e.g. [project root]/Code
KeyValues1ToJson (kvString)
string
Some old ass assets are keyvalues (1). Convert them to Json so we can use them.
KeyValues3ToJson (kvString)
string
Some assets are kv3, we want to convert them to json
LoadBitmap (filename)
FloatBitmap
Load a float bitmap. This is usually a png, tga, exr, psd
LoadProjectSettings (filename)
T
Load a project settings file
MoveAssetToDirectory (asset, directory, overwrite)
Moves an asset's source and compiled files to a directory (if they exist)
OpenControlSheet (so, parent, createWindow)
Widget
Show a popup control sheet for this. You should set parent to the control from this this sheet is created. If you do that properly, when that control is deleted, this popup will get deleted too. If you set it to null then the control sheet will stay open until it's closed.
OpenFile (path)
Open a folder (or url)
OpenFileDialog (title, extension, defaultPath)
string
Open a file open dialog. Returns null on cancel, else the absolute path of the target file.
OpenFileFolder (filepath)
Open given file's folder in OS file explorer and select given file.
OpenFolder (path)
Open a folder (or url)
PlayAssetSound (asset)
bool
Plays an asset sound in 2d space
PlayRawSound (file)
bool
Plays a sound via the OS, which is the way you play a sound if you want it to be heard when the game is tabbed away
PlaySound (sound, startTime)
SoundHandle
Plays a sound event
PutAsync (fileStream, endpoint, progress, token)
Task`1
Quit (toLauncher)
Quit the whole engine
RemoveLogger (logger)
RenameAsset (asset, newName)
bool
Moves a file to the same directory but gives it a new name
RenameDirectory (directory, newDirectory, recursive)
RestartEditor ()
Restarts the editor with the same project.
RestartEditorPrompt (message, title)
Open a dialog prompt asking the user to restart the editor.
SaveFileDialog (title, extension, defaultPath)
string
Open a file save dialog. Returns null on cancel, else the absolute path of the target file.
SaveProjectSettings (data, filename)
Save a project settings file
SendToRecycleBin (filename)
StopAssetSound ()
Stop a sound playing from an asset preview
TranslateString (input, language)
Task`1
Translate input into language
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