deployed_code (global) 18

Angles
struct
Euler angles. Unlike a Rotation, Euler angles can represent multiple revolutions (rotations) around an axis, but suffer from issues like gimbal lock and lack of a defined "up" vector. Use Rotation for most cases.
BBox
struct
An Axis Aligned Bounding Box.
Capsule
struct
A capsule object, defined by 2 points and a radius. A capsule is a cylinder with round ends (inset half spheres on each end).
Color
struct
Represents a color using 4 floats (rgba), with 0-1 range.
Color32
struct
A 32bit color, commonly used by things like vertex buffers. The functionality on this is purposely left minimal so we're encouraged to use the regular Color struct.
ColorHsv
struct
A color in Hue-Saturation-Value/Brightness format.
Cone
struct
A tapered shape between two points with a radius at each end. Supports cones and cylinders, with flat ends.
Line
struct
Represents a line in 3D space.
Matrix
struct
Represents a 4x4 matrix.
RangedFloat
struct
A float between two values, which can be randomized or fixed.
Ray
struct
A struct describing an origin and direction
Rotation
struct
Represents a Quaternion rotation. Can be interpreted as a direction unit vector (x,y,z) + rotation around the direction vector (w) which represents the up direction. Unlike Angles, this cannot store multiple revolutions around an axis.
Transform
struct
A struct containing a position, rotation and scale. This is commonly used in engine to describe entity position, bone position and scene object position.
Vector2
struct
A 2-dimensional vector. Typically represents a position, size, or direction in 2D space.
Vector2Int
struct
Vector3
struct
A 3-dimentional vector. Typically represents a position, size, or direction in 3D space.
Vector3Int
struct
Vector4
struct
A 4-dimensional vector/point.

deployed_code Color 1

deployed_code Editor.AssetTagSystem 1

deployed_code Editor.BaseItemWidget 1

deployed_code Editor.EditorUtility.AssemblyMetadata 1

deployed_code Editor.Menu 1

deployed_code Editor.StandaloneExporter 1

deployed_code Editor.TextureResidencyInfo 1

deployed_code Sandbox 70

AnimParam<T>
struct
Anim param values contain any value for a limited set of types
AnyOfType<T>
struct
A wrapper that holds an instance of any concrete type assignable to . Use this as a property type when you want the inspector to let you pick from all non-abstract implementations of an abstract class or interface. public AnyOfType MyScatterer { get; set; } Serialization stores the concrete type name alongside the property values
ByteStream
struct
Write and read bytes to a stream. This aims to be as allocation free as possible while also being as fast as possible.
CharacterControllerHelper
struct
CloneConfig
struct
The low level input of a GameObject.Clone
Collision
struct
CollisionSource
struct
CollisionStop
struct
CompactTerrainMaterial
struct
Compact terrain material encoding with base/overlay texture blending. Packed format (32-bit uint)
CurrencyValue
struct
Describes money, in a certain currency
Curve
struct
Describes a curve, which can have multiple key frames.
CurveRange
struct
Two curves
DisplayInfo
struct
Collects all the relevant info (such as description, name, icon, etc) from attributes and other sources about a type or type member.
FloatSpan
struct
Provides vectorized operations over a span of floats.
Friend
struct
Frustum
struct
Represents a frustum.
GlyphStyle
struct
Gradient
struct
Describes a gradient between multiple colors
InputMotionData
struct
Represents the current state of a device's motion sensor(s).
LogEvent
struct
MorphDelta
struct
Describes a per-vertex delta for a morph target (blend shape).
NetDictionaryChangeEvent<TKey,TValue>
struct
Describes a change to a Sandbox.NetDictionary`2 which is passed to Sandbox.NetDictionary`2.OnChanged whenever its contents change.
NetListChangeEvent<T>
struct
Describes a change to a Sandbox.NetListChangeEvent`1 which is passed to Sandbox.NetList`1.OnChanged whenever its contents change.
NetworkSpawnOptions
struct
Configurable options when spawning a networked object.
ParticleControlPoint
obsoletestruct
ParticleFloat
struct
Represents a floating-point value that can change over time with support for various evaluation modes.
ParticleGradient
struct
ParticleVector3
struct
PhysicsContact
struct
PhysicsIntersection
struct
PhysicsIntersectionEnd
struct
PhysicsLock
struct
PhysicsTraceBuilder
struct
PhysicsTraceResult
struct
Plane
struct
Represents a plane.
RealTimeSince
struct
A convenience struct to easily measure time since an event last happened, based on Sandbox.RealTime.GlobalNow.

Typical usage would see you assigning 0 to a variable of this type to reset the timer. Then the struct would return time since the last reset. i.e.: RealTimeSince lastUsed = 0; if ( lastUsed > 10 ) { /*Do something*/ }
RealTimeUntil
struct
A convenience struct to easily manage a time countdown, based on Sandbox.RealTime.GlobalNow.

Typical usage would see you assigning to a variable of this type a necessary amount of seconds. Then the struct would return the time countdown, or can be used as a bool i.e.: RealTimeUntil nextAttack = 10; if ( nextAttack ) { /*Do something*/ }
Rect
struct
Represents a rectangle.
RectInt
struct
Represents a rectangle but with whole numbers
SceneTrace
struct
SceneTraceResult
struct
SimpleVertex
struct
Sphere
struct
Represents a sphere.
SteamId
struct
Represents a Steam ID (64-bit unique identifier for Steam accounts). Provides type-safe storage and conversion between long/ulong representations.
StreamChannel
struct
StreamChatMessage
struct
StreamClip
struct
StreamPoll
struct
StreamPrediction
struct
StreamUser
struct
StreamUserFollow
struct
StringToken
struct
Strings are commonly converted to tokens in engine, to save space and speed up things like comparisons. We wrap this functionality up in the StringToken struct, because we can apply a bunch of compile time optimizations to speed up the conversion.
TaskSource
struct
Provides a way for us to cancel tasks after common async shit is executed.
Texture2DBuilder
struct
Texture3DBuilder
struct
TextureArrayBuilder
struct
TextureBuilder
struct
TextureCubeBuilder
struct
TimeSince
struct
A convenience struct to easily measure time since an event last happened, based on Sandbox.Time.Now.

Typical usage would see you assigning 0 to a variable of this type to reset the timer. Then the struct would return time since the last reset. i.e.: TimeSince lastUsed = 0; if ( lastUsed > 10 ) { /*Do something*/ }
TimeUntil
struct
A convenience struct to easily manage a time countdown, based on Sandbox.Time.Now.

Typical usage would see you assigning to a variable of this type a necessary amount of seconds. Then the struct would return the time countdown, or can be used as a bool i.e.: TimeUntil nextAttack = 10; if ( nextAttack ) { /*Do something*/ }
TrailTextureConfig
struct
Defines how a trail is going to be textured. Used by TrailRenderer.
Triangle
struct
Variant
struct
A Variant is a type that can hold any value, and also keeps track of the type of the value it holds. It's useful for cases where you want to store a value of an unknown type, or when you want to serialize/deserialize values of various types in a generic way.
Vertex
struct
VertexAttribute
struct
WorkshopItemMetaData
struct
Some metadata we'll pack into a workshop submission when publishing.
WrappedMethod
struct
Provides data about a wrapped method in a Sandbox.CodeGeneratorAttribute callback.
WrappedMethod<T>
struct
Provides data about a wrapped method in a Sandbox.CodeGeneratorAttribute callback.
WrappedPropertyGet<T>
struct
Provides data about a wrapped property getter in a Sandbox.CodeGeneratorAttribute callback.
WrappedPropertySet<T>
struct
Provides data about a wrapped property setter in a Sandbox.CodeGeneratorAttribute callback.

deployed_code Sandbox.Audio.AudioMeter 1

deployed_code Sandbox.BasePostProcess 1

deployed_code Sandbox.Clothing 1

deployed_code Sandbox.Clutter.ClutterGridSystem.ClutterStorage 1

deployed_code Sandbox.CompileGroup 1

deployed_code Sandbox.Compiler 1

deployed_code Sandbox.ConCmdAttribute 1

deployed_code Sandbox.Connection 1

deployed_code Sandbox.CursorSettings 1

deployed_code Sandbox.DataModel.GameSetting 1

deployed_code Sandbox.Diagnostics.Allocations 1

deployed_code Sandbox.Diagnostics.PerformanceStats 2

deployed_code Sandbox.Diagnostics.PerformanceStats.Timings 1

deployed_code Sandbox.Engine.BindCollection 1

deployed_code Sandbox.Engine.Settings.RenderSettings 1

deployed_code Sandbox.Engine.Utility.RayTrace 1

deployed_code Sandbox.Engine.Utility.RayTrace.MeshTraceRequest 1

deployed_code Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result 1

deployed_code Sandbox.EnumDescription 1

deployed_code Sandbox.GameObject 1

deployed_code Sandbox.IByteParsable 1

deployed_code Sandbox.ManifestSchema 1

deployed_code Sandbox.Material 1

deployed_code Sandbox.Menu 1

deployed_code Sandbox.ModelEditor.Nodes 1

deployed_code Sandbox.Network.SnapshotMsg 1

deployed_code Sandbox.Package.PackageUsageStats 1

deployed_code Sandbox.ParticleSnapshot 1

deployed_code Sandbox.PartyRoom 1

deployed_code Sandbox.PhysicsBodyBuilder 1

deployed_code Sandbox.PhysicsContact 1

deployed_code Sandbox.PolygonMesh 1

deployed_code Sandbox.Resource 1

deployed_code Sandbox.Resources.ResourceGenerator 1

deployed_code Sandbox.SceneSkyBox 2

deployed_code Sandbox.SerializedProperty 1

deployed_code Sandbox.Services.Leaderboards 1

deployed_code Sandbox.Services.Leaderboards.Board2 1

deployed_code Sandbox.Services.ServerList 1

deployed_code Sandbox.Services.Stats 2

deployed_code Sandbox.SkinnedModelRenderer 1

deployed_code Sandbox.Speech.Synthesizer 1

deployed_code Sandbox.StreamPoll 1

deployed_code Sandbox.StreamPrediction 1

deployed_code Sandbox.Tasks 1

deployed_code Sandbox.UI.IStyleBlock 1

deployed_code Sandbox.UI.PanelTransform 1

deployed_code Sandbox.UI.TextEntry 1

deployed_code Sandbox.UI.Transitions 1

deployed_code Sandbox.VideoWriter 1

deployed_code ValidateAttribute 1