| ▼NCORE | |
| ►NEditorKit | |
| CKitBadge | A small rounded mark: a count, a state, a package. Toned from the theme, or colored by code for a module |
| CKitButton | A button with an optional glyph. No text makes it a square icon button; give it a tooltip then. One primary button per view: the action the view is for |
| CKitCallout | A note in the flow of a page — what to know, what is wrong — with an optional link to act or read more |
| CKitCard | A raised block with a title: a feature of an item, a step of a wizard, a section of settings. Collapsible cards fold on a click on their header; Toggled lets the owner remember it |
| ►CKitChangelog | The CHANGELOG.md of every installed package (<RootFolder>/CHANGELOG.md), newest version first: ## 1.3 — 2026-11-02 headings, then what changed. A Welcome window shows them and marks a package whose newest heading the user has not seen yet |
| CEntry | One package's changelog |
| CKitContribution | Something a package adds to a kit window — a settings page, a setup check, a debugger page. Any concrete subclass with a parameterless constructor in any editor assembly is found by itself (KitContributions.All<T>) and belongs to the KitModule of its assembly; nothing is registered by hand |
| CKitContributions | Finds every contribution of a kind, once, in the order of their modules then their own |
| CKitDebugContext | What a debugger page may do besides reading: say what came of an action, ask to be built again |
| CKitDebuggerWindow | The frame of a Debugger window: the pages of every included module in a sidebar, the picked one refreshed at most four times a second and only when its KitDebugPanel.Version moved. A package derives it and adds a menu item; the pages are KitDebugPanel subclasses found by themselves |
| CKitDebugPanel | A page of a Debugger window. A package adds the pages its running state needs from its editor assembly |
| CKitDialog | The editor's modal dialogs with the kit's translated buttons. For anything the user must read or decide; a confirmation of what just happened is a toast |
| CKitEmptyState | What a view shows when there is nothing in it yet: why, and what to do about it |
| CKitGalleryWindow | Every kit component on one screen, in the current skin and language: the reference for anyone building a window on the kit, and the place to judge the look after a change of the style sheet. The Colors page lists every KitModule found in the project |
| ►CKitGlyph | A line icon drawn as vectors, so it is sharp at any size and takes the color of the text around it |
| CCommand | |
| CPart | |
| CKitGlyphs | The kit's icon set, by name. A package adds its own with Register, prefixed with its module id (crafting.anvil), from a static constructor or an [InitializeOnLoadMethod]; a name already taken is replaced, so a package may also restyle a kit glyph |
| CKitHeader | The top of a window: the module's tile, the title and subtitle, actions on the right |
| CKitHelp | Where a help button leads. A manual window sets Handler; until one does, help buttons do not show. Pages are paths within that manual: configs/items, configs/items#art |
| CKitIcon | An icon: a KitGlyph in the element's text color, or a texture. Size it in the style sheet |
| CKitInput | Helpers for text fields. Keeps a field to the characters a value may hold: an id (a-z 0-9 _, typed capitals become small, spaces and dashes become _) or a name (A-Z a-z 0-9 _) — other keys do nothing, pasted text is cleaned. Gives a field a placeholder that works on every editor version |
| CKitLanguageButton | The language of the editor windows, as a header button: a menu of every language some table is written in, and the key display for translators |
| CKitManualChapter | One page of a manual: a Markdown file in a package's Editor/Manual/<language> folder, with its place written on top: |
| CKitManualInline | Inline Markdown as UI Toolkit rich text: code, bold, italic, [text](target). Literal angle brackets are kept literal; links become <link> tags the label reports clicks of |
| CKitManualLibrary | Every chapter of every installed package, in the editor's language where a translation exists and in English otherwise. Chapters are Markdown files in any Editor/Manual/<language>/ folder under Assets (an editor folder, so they never reach a build); a package that is not installed has no chapters, so a manual always matches what is in the project |
| CKitManualLinks | What a link in a chapter does:
-
https://… — opens the browser;
-
#anchor — scrolls to a heading of the chapter;
-
chapter-id, chapter-id#anchor — opens a chapter (a .md file name works too);
-
open:<action>[/argument] — opens a window: open:gallery, open:settings/core.editorWindows. A package adds its own with Register, prefixed with its module id where the name may clash.
|
| CKitManualMarkdown | A chapter's Markdown as UI Toolkit elements: headings (anchored), paragraphs, bullet and numbered lists, tables, fenced code, quotes as callouts (> [!NOTE], [!TIP], [!WARNING], [!CAUTION]), images, rules. Enough of GitHub Markdown for a manual, nothing more |
| CKitManualSearchHit | |
| CKitManualWindow | The frame of a Manual window: chapters by group on the left with a search over all of them, the chapter in the middle with links into the editor's windows, its headings on the right. A package derives it, adds a menu item and points KitHelp.Handler at OpenPage<T>, so every help button of every kit window opens it at the right chapter |
| CKitModule | A package's identity in the editor windows: its name, color and glyph, and which assemblies are its. Every package built on the kit — CORE itself, a plugin, a plugin's DLC — declares exactly one, in its editor assembly; it is found by itself through TypeCache |
| CKitPage | The building blocks of a page: the padded column on the right of a sidebar, its title and lead, section headings, plain texts and wrapping rows. Each is a plain element with a kit class, so a window composes a page without inline styles |
| CKitPalette | Colors code needs where a style sheet cannot reach. A module's identity (a window's tile, a package chip) is given as a color by its KitModule, not as a class, so a package the kit has never heard of brings its own. Everything else is in the style sheet's variables |
| ►CKitPicker | A drop-down list to pick one value from: a search field, at most PageSize choices a page with paging, the keyboard (arrows, Page Up/Down, Enter, Esc). Optionally a free value typed in the search. Opens under the element that asked for it and closes when it loses focus |
| CEntry | |
| CKitPickerField | A field that shows the picked value and opens a KitPicker on a click. The request is built when it opens, so the choices are always fresh |
| CKitPickerOption | One choice of a KitPicker: the value it writes, how it reads, a caption, a glyph or a picture |
| CKitPickerRequest | What a KitPicker shows and allows |
| CKitProductInfo | A package as a product: who makes it, where to write, where it is sold. Shown by the Welcome window's footer; an empty link hides its button |
| CKitProgress | A thin bar filled to a share, in the color of a tone |
| CKitRow | A labelled line of a form: the label in a fixed column, the field filling the rest, an optional extra at the end (a badge, a small button). Give the field no label of its own |
| CKitSearchField | A search box: a glyph, a placeholder, a clear button that shows while there is text. Escape clears it |
| CKitSettingRow | One setting: its name and what it does on the left, the control on the right. Rows in a card are divided by a thin line |
| CKitSettingsAsset< T > | A settings asset of a package: a ScriptableSingleton<T> saved where its [FilePath] says — ProjectSettings/ for the team's, UserSettings/ for one person's — with a key/value store any package may write to under keys prefixed with its module id. A subclass adds typed fields and sets them through Apply, so every change is saved and announced |
| CKitSettingsFields | Setting rows ready to add to a card: the control shows the current value and calls back on a change. Texts are passed translated |
| CKitSettingsPage | A section as a page — its title, whose settings these are, Reset, then what the section builds — and the same pages inside Unity's Project Settings / Preferences, so they are found where Unity users look first |
| CKitSettingsSection | A page of a Settings window — also shown in Unity's Preferences (user sections) or Project Settings (project sections). A package adds its own from its editor assembly and keeps the values in its settings assets (KitSettingsAsset<T>) under keys prefixed with its module id |
| ►CKitSettingsStore | Values a package keeps without a field of its own in a settings asset: string by key, keys prefixed with the package's module id (crafting.warnOnSeveralStacks). Serialized as a list — Unity serializes no dictionary |
| CEntry | |
| CKitSettingsWindow | The frame of a Settings window: the sections of every included module on the left, searchable, the picked one on the right. A package derives it, names its settings assets and adds a menu item; the sections come from KitSettingsSection subclasses found by themselves |
| CKitSetupCheck | One thing a Setup Wizard checks about the project. A check reads the project, changes nothing, and is quick: it runs whenever the wizard is shown. A package adds its checks from its editor assembly |
| CKitSetupResult | What a check found, and what can be done about it: a fix the wizard can apply, or a place to go |
| CKitSetupWizardWindow | The frame of a Setup Wizard: what the project still needs for every included module — each check with a fix or a place to go, grouped by module under a summary with "Fix all". A package derives it, adds a menu item and, if it wants, a footer; the checks are KitSetupCheck subclasses found by themselves |
| ►CKitSidebar | The navigation on the left of a window: foldable groups of items with a glyph and an optional count, one selected. Arrow keys move the selection when it has focus. Meant for tens of items — a long list of entries is a ListView |
| CGroup | A heading that folds the items under it: a chevron, the title, how many items it holds |
| CItem | |
| CKitStatusBar | The bottom line of a window: what it shows and what is unsaved, short facts on the right |
| CKitStepper | The steps of a wizard in a row: done ones checked, the current one marked. A click on a step already reached goes back to it |
| ►CKitTabs | A row of tabs under the header: one is selected, the window shows its page. Pages are the window's own; the tabs only report the choice. Right holds controls at the right end of the row |
| CTab | One tab: a glyph, the text and an optional mark (a count, "new") |
| CKitText | The texts of the editor windows. Code holds keys only — Tr("configs.toolbar.save"); the words live in tables, one json per package and language, named <Scope>.EditorText.<lang>.json and kept in an Editor folder. Objects nest: {"configs": {"toolbar": {"save": "Save"}}} is the key above |
| CKitTheme | The look of every kit window: one style sheet, COREEditorKit.uss, found wherever the package is, with the dark or light palette picked by the editor skin. A window adds its own sheet on top with AddSheet; it uses only the kit's –kit-* variables |
| CKitToasts | Short notices in the lower right corner of a window that fade on their own: "Saved 3 files". Not for anything the user must read — that is a KitCallout or a KitDialog |
| CKitToolbar | A row of commands under the header. Items go left to right; AddSpacer pushes the rest right |
| CKitWelcomeWindow | The frame of a Welcome window — the first thing a customer sees. Overview: what the package is and the windows to start from, built by the subclass with the helpers here. Changelog: what changed in every installed package of the family. At the bottom the product, the author, where to write and Show at start |
| CKitWindow | The base of every window built on the kit: the theme, a header with the module's tile and a help button, the content, a status bar, toasts. The whole tree is built in code by BuildContent and built again when the editor language changes, so a window keeps no text of its own outside it |
| CKitWindowFrames | The style sheet of the ready-made window frames — settings, setup wizard, debugger, manual, welcome — on top of the kit's own. Each frame adds it to its root; a window of a package may add it too to reuse its classes |
| ►NExamples | |
| ►NShared | |
| CExampleInputProvider | Example provider of the Player action map. Button actions are exposed through InputSystem.RegisterAction, value actions through properties |
| ►NUI | |
| CExampleCustomTableItemData | |
| CExampleCustomTableItemView | |
| CExampleCustomTableItemVisual | |
| CExamplesView | |
| CExamplesVisual | |
| CBoot | |
| CBootInstallerDI | |
| CConfigsExample | |
| CCustomTableFieldTemplateItem | |
| CCustomUIExample | |
| CInputsExample | |
| CLanguageDropdownOptionData | |
| CLoadUnloadResourcesExample | |
| CLocalizationExample | |
| CPlayerView | |
| CPlayerVisual | |
| CSaveData | |
| CSaveDataExtention | |
| ►CSavedDataClass | |
| CData | |
| CSaveGameDataExample | |
| CStatesExamples | |
| CTestListConfig | |
| CTestSingleConfig | |
| CTimerExample | |
| CUIScalerExample | |
| CUpdateExample | |
| CVVMExampleView | |
| CVVMExampleVisual | |
| ►NModTool | |
| ►NEditor | |
| ►NExporting | |
| ►NSteps | |
| CValidationStep | |
| CAsset | |
| CEditorModPlatformExtensions | Extension methods for ModPlatform |
| CExportData | |
| CExportSettings | |
| CExportStep | |
| CFilteredEnumMaskField | |
| CModExporter | |
| CPackageInstaller | Installs packages that are configured in the exporter package |
| ►NShared | |
| ►NData | |
| ►CModData | |
| CImageData | |
| CModInfo | |
| ►NVerification | |
| CAssemblyVerifier | |
| CInheritanceRestriction | A restriction that either requires or prohibits inheritance from a class |
| CMemberRestriction | A restriction that either requires or prohibits the use of a given Type's member |
| CNamespaceRestriction | A restriction that either requires or prohibits the use of a namespace |
| CRestriction | |
| CTypeRestriction | A restriction that either requires or prohibits the use of a Type |
| CAssemblyResolver | |
| CAssemblyUtility | |
| CCodeSettings | |
| CLogUtility | |
| CModContentExtensions | |
| CModPlatformExtensions | |
| CModToolSettings | |
| CModUtils | |
| ►NTool | |
| ►NMod | |
| CModOnLoadedAttribute | Use this attribute to define mod startup methods from your scripts. Methods marked with this attribute must be static and will be executed when the mod is loaded, after the startup scriptable object has been executed. If you declare multiple ModStartup methods, the order of execution will not be guaranteed. br/> br/> Valid method signatures are: |
| CModOnUnloadedAttribute | Use this attribute to define mod startup methods from your scripts. Methods marked with this attribute must be static and will be executed when the mod is loaded, after the startup scriptable object has been executed. If you declare multiple ModStartup methods, the order of execution will not be guaranteed. br/> br/> Valid method signatures are: |
| ►CMod | |
| CModResourcesData | |
| CModHandler | |
| CModManager | |
| CModScene | |
| ►CObjectManager | |
| CModObject | |
| CResource | |
| CResource< T > | |
| ►NShared | |
| ►NAudio | |
| ►NData | |
| CAudioClipSettings | A class that stores data for playing an audio clip |
| CAudioSelectionData | Audio clip playback settings depending on cursor state |
| ►NSubSystems | |
| CBaseSubAudioSystem | |
| CEffectsSubAudioSystem | |
| CInterfaceSubAudioSystem | |
| CMasterSubAudioSystem | |
| CMusicSubAudioSystem | |
| CAudioComponent | Attaches to interactive components on the scene that inherit from the Selectable class |
| ►CAudioLibrary | Library of audio clips. Stores links to audio clips, has quick access to loading and unloading audio clips from bundles/resources |
| CAudioClipData | |
| ►CAudioSystem | The audio system that controls all sounds in the project, as well as volume |
| CAudioGroupSetting | |
| ►NColors | |
| CColorCustom | Represents palette color data |
| CColorLibrary | The color library in the project. Stores all colors that are loaded from the settings (ColorLibraryData) and the palettes added on top of them (AddPalettes — every PlayerColorLibraryData under a Resources folder, a plugin's own colours). A colour is found by its generated enum tag or by its palette hash (TryGetColor(string, out ColorCustom)); the hash is the same in every project, the tag is not |
| CColorLibraryData | Represents the color palette data in a project |
| ►CPaletteData | |
| CColorData | |
| CPlayerColorLibraryData | Represents a user's custom color palette data: palettes a plugin or a game ships beside ColorLibraryData. Every asset of this type under a Resources folder is added to the ColorLibrary when the editor loads and when the game starts, so its colours are found by hash before anything is generated; adding a palette to the data itself (and generating) gives it enum tags on top |
| ►NConfigs | |
| ►NConverters | |
| CConverterConfigColor | Converter json to Color data |
| CConverterConfigDictionary< TKey, TValue > | Converter json to DictionaryTKey data, where TKey is config data |
| CConverterConfigList< TValue > | Converter json to ДшыеTValue is config data |
| CConverterConfigReference< T > | Converter json to T data, where T is config data |
| ►NData | |
| ►NSettings | |
| ►NData | |
| CRefreshRateHelper | |
| CResolutionHelper | |
| CAudioSettingsData | |
| CBaseSettingsData | |
| CControlSettingsData | Represents user control settings |
| CGameSettingsData | Represents general application settings |
| CGraphicSettingsData | Represents graphical settings |
| CTextConfigData | Global text data |
| ►NGoogleSheets | |
| CGoogleSheetsLocalizationConfig | |
| CGoogleSheetsLocalizationImporter | |
| ►NSettings | |
| ►NData | |
| ►CControlInputSetting | Represents user control settings data: an action of the .inputactions asset and user binding overrides for it |
| CBindingOverrideData | User override of a single binding |
| CQualityPresetSetting | Represents graphical settings data |
| CSettingsSettingBase | |
| CConfig | |
| CConfigList< T > | Config, which is an array of configs in one file |
| CConfigSingle< T > | A config that is a singleton-like object |
| CConfigSystem | The main class that loads all configs into the application |
| CConfigVisual< T > | If you have a text field of the Enum type in your config, but you don't know whether this parameter is in your Enum list, you can create this class. It will have 2 parameters: a text value and an Enum. If there is no Enum, use a text one. This class was designed to work with mods. After all, modders may not know your internal rules |
| CDynamicConfigSingle< T > | |
| CEnumData< T > | Represents data from Enum and string values. Necessary for mods to work with the application. The thing is that code generation does not read files outside the application and cannot generate tags for them. Pass here Enum if it is in the system or pass here string if it is outside it (for example for mods) |
| CGlobalConfig | Config with all global application data that does not fit into any category |
| CIConfigValidator | |
| CReferencesConfigResolver | Class for finding dependencies in configs |
| CSettingsConfig | |
| ►NConsole | |
| CCommonConsoleCommands | Console commands for the application |
| CSteamItemsConsoleCommands | |
| ►NData | |
| ►NUser | |
| CUserCustomData | Represents custom user data. Use this data instead of UserData |
| CUserData | Represents user data. Stored in FileManager.SaveGamePaths.PersistentDataPath as json file |
| CLocationCustomData | Represents data that is located on the location. Use this data instead of LocationData |
| CLocationData | Represents data that is located on the location |
| CModel | A static model of the application that stores all data about the application, user, location, etc |
| ►NDI | |
| CDiContainerInstaller | |
| CDiContainerRef | |
| CProjectInstaller | |
| ►NGameSettings | |
| CSettings | Represents the current application settings |
| CSettingsData | |
| ►NGenerated | |
| ►NColor | |
| CColorCustomGenerated | |
| ►NInput | |
| CInputKeyGenerated | |
| ►NLocalization | |
| CLocalizationTextGenerated | |
| ►NResources | |
| CResourcesGenerated | |
| CResourcesPlayerGenerated | |
| ►NInputs | |
| CDebugInputProvider | Provider of the Debug action map |
| ►CGameInputActions | |
| CDebugActions | |
| CIDebugActions | |
| CIPlayerActions | |
| CIUIActions | |
| CPlayerActions | |
| CUIActions | |
| CIInputProvider | Bridges one action map of GameInputActions with the InputSystem. Providers are created through InputSystem.RegisterProvider<T> and must have a constructor that takes GameInputActions |
| CInputEnumsExtensions | |
| CInputGroupsExtensions | |
| CInputProviderBase | Base provider. Stores subscribers per input and invokes them from the action callbacks. A derived class implements the generated callbacks interface of its action map and calls Invoke(InputKeyGenerated.InputEnums, InputAction.CallbackContext) |
| CInputSystem | Input system built on top of Unity Input System (GameInputActions). Action maps are served by IInputProviders, one per InputKeyGenerated.InputGroups. Groups can be restricted through IInvokeKeysListiner; a restricted group has its action map disabled. User binding overrides are stored in Settings.Controls and applied on load and on every Settings.Apply |
| CInvokeKeysListiner | |
| ►NLocalize | |
| CLocalizationManager | |
| CLocalizator | Helps in localizing some objects |
| ►NSave | |
| ►NData | |
| CSaveData | Base class for storing user data, such as UserData |
| CSaveGameBaseComponentData | Basic component for storing data systems. For more information, please see the examples |
| CSaveGameComponentData | Basic component for storing data. For more information, please see the examples |
| CSaveComponentsManager | Collects all systems with data for convenient storage and transfer to the storage system |
| ►NScenesLoader | |
| CLoaderCallback | |
| ►CSceneLoader | |
| CLoadingMonoBehaviour | |
| CScenesExtensions | |
| ►NSteam | |
| ►NDebug | |
| CDebugSteamInventory | Debug utility class for testing and debugging Steam inventory functionality. Provides various methods to interact with Steamworks inventory API for development purposes |
| CResponseData | Response data container for inventory operations |
| CSteamInventoryManager | Manages Steam inventory operations including loading items, granting items, exchanging items, and handling inventory updates |
| ►CSteamItem | Represents a Steam inventory item definition with parsed attributes and properties. Provides access to item metadata retrieved from Steamworks API |
| CItemValueData | Represents parsed value data for a Steam item attribute. Handles conversion from string to appropriate data types based on attribute type |
| CSteamLoader | |
| CSteamManager | |
| CSteamPlayerItem | Represents a player's item in the Steam inventory. Provides a wrapper around SteamItemDetails_t with additional functionality and change tracking |
| ►NUI | |
| ►NCustom | |
| ►NComponents | |
| CCustomComponentBase | |
| CCustomUIGraphicComponent | |
| CImageComponent | Controls the image in the app CustomImage |
| CRawImageComponent | Controls the image in the app CustomRawImage |
| CTextComponent | Controls the text and localization in the app TextMeshProUGUI and LocalizedTextBehaviour |
| ►NData | |
| CCustomTableItemData | |
| CCustomTableTextItemData | |
| CDropdownOptionData | |
| CTabsItemData | |
| ►NInterfaces | |
| CICustomTransitionUiElement | |
| CIImageModifier | |
| CIMaskableHelper | |
| ►NPopUpEnum | |
| CCustomEnumPopup | |
| ►NSettings | |
| CCustomElementSettings | |
| CSpriteSettings | |
| CTextureSettings | |
| ►NState | |
| ►CAnimationTransitions | |
| CAnimationTransitionState | |
| ►CCanvasGroupTransitions | |
| CCanvasGroupTransitionState | |
| ►CColor32Transitions | |
| CColor32TransitionState | |
| ►CColorTransitions | |
| CColorTransitionState | |
| CCoroutineTransitionComponent | |
| ►CGameObjectActiveTransitions | |
| CActiveTransitionState | |
| ►CGraphicAlphaTransitions | |
| CAlphaTransitionState | |
| ►CRectTransformTransition | |
| CRectTransformTransitionState | |
| ►CSpriteTransitions | |
| CSpriteSwapTransitionState | |
| CStateMachine | State machine, with its help you can switch between different states |
| CStateMachineVisual | |
| CTransitionCoroutines< T > | |
| CTransitions | |
| ►CTransitionStateCollection | |
| CTransitionStateBase | |
| ►CTransitionStates< TState, TObject > | |
| CTransitionState | |
| ►NTable | |
| CCustomTableItemView< T > | |
| CCustomTableItemVisual | |
| CCustomTableTextItemView | |
| CCustomTableTextItemVisual | |
| CCustomTableView | |
| CCustomTableVisual | |
| CCustomButton | |
| ►CCustomDropdown | |
| CDropdownEvent | |
| CDropdownOptionDataList | |
| CCustomDropdownItemView | |
| CCustomDropdownItemVisual | |
| CCustomImage | |
| CCustomInputField | |
| CCustomRawImage | |
| CCustomScrollbar | |
| CCustomScrollRect | |
| CCustomSelectable | |
| CCustomSlider | |
| CCustomTableField< T > | Generic reusable component for managing a pool of MonoBehaviour items in a UI table or list. Supports object pooling for efficient instantiation and recycling of items |
| CCustomTabsView | |
| CCustomTabsVisual | |
| CCustomToggle | |
| CCustomToggleGroup | |
| CDefaultStatesAttribute | |
| CImageModifier | |
| CListPool< T > | |
| CObjectPool< T > | |
| CPropertyConfiguration | |
| CStateMachineAttribute | |
| ►NModal | |
| CConfirmationModalViewData | Data that is passed to the window to fill its content |
| CConfirmationTextModalView | |
| CConfirmationTextModalVisual | |
| CInfoModalView | |
| CInfoModalViewData | Data that is passed to the window to fill its content |
| CInfoModalVisual | |
| CLoadingIndicatorModalView | |
| CLoadingIndicatorModalVisual | |
| ►NOther | |
| ►NTimer | |
| CTimerDefaultView | |
| CTimerDefaultVisual | |
| CTimerScreenData | |
| CLoadingIcon | |
| ►NVisualView | |
| CCashedVisualValue< T > | |
| ►CGlobalVisual | Functionality that helps to work with mod visuals |
| CViewDataPair | |
| CIModSupportVisual | Use this visual if you go so that mods will attach to it |
| CIView | Main model of the view |
| CIView< T > | |
| CIViewData | |
| CProgressVisual | The visual that is responsible for displaying a message when loading the first scene of the application |
| CView< T > | |
| CView< T, TData > | |
| CViewData | |
| CViewSaved< T, TData, TDataSave > | |
| CViewSaved< T, TDataSave > | |
| CViewSavedBase< T, TData, TDataSave > | |
| CViewSavedBase< T, TDataSave > | |
| CVisual | |
| CVisualSaved | Visual for saved data |
| CCanvasReference | |
| CLayoutElementData | |
| CMaskableSwitchHelper | An additional component that enables or disables the maskkable state of child objects |
| CRectTransformData | |
| CScaleData | |
| CUIComponentScaler | A component that scales based on global settings. There are plans to move away from this implementation and make scalability dependent on DPI |
| CUIScaler | A singletone that scale components based on global settings. There are plans to move away from this implementation and make scalability dependent on DPI |
| ►NUtils | |
| ►NAssetBundles | |
| ►CAssetBundlesManager | |
| CAssetData | Represents the bundle asset |
| CDownloadProgress | |
| CLoadFileProgress | |
| CProgress | |
| ►NAttributes | |
| CReadOnlyAttribute | An attribute that is read-only, but you can still edit it by switching to the Debug mode of the editor |
| ►NCodeGenerator | |
| CCodeGeneratorHelper | Code generation assistant, works only in the editor |
| ►NMouse | |
| ►CCursorExtensions | Provides extension methods for cursor-related functionality using Windows API |
| CCursorInfoStruct | Structure for storing cursor information (Windows API) |
| CPointStruct | Structure representing a point with x and y coordinates |
| CCustomCursor | The system controls and changes the cursor, its appearance. Works in conjunction with <see cref=MouseCatcher"/> |
| CMouseCatcher | Catches cursor events when hovering, clicking, or exiting a component |
| ►NPool | |
| ►CPool< T > | Generic object pool |
| CHandle | |
| ►NResources | |
| CPlayerResourceSettings | Custom user settings, use these instead of ResourceSettings |
| ►CResourceComponent | When loading a resource from bundles, this component will be attached to it |
| CResourceData | |
| ►CResourceSettings | Settings, use PlayerResourceSettings instead of this settings |
| ►CAssetData | Asset settings for code generation |
| CEnumValue | An enumeration that will be generated based on the object name. The priority is the field EnumValue.Enum |
| CBundleData | Bandle settings for generating bandles |
| CResourceData | Settings for special resources for generating tags (e.g. localization) |
| CResourcesManager | Serves to generate code, works only in the editor |
| ►NTimer | |
| CCustomDateTimer | Timer that runs from date to date outside of Update method |
| CCustomDefaultTimer | The timer that only works in the Update method |
| CCustomTimer< TData, TValue > | |
| CTimerData | Initial data for the timer, immutable |
| CTimerDateData | Initial data for the timer, immutable |
| CTimerDefaultData | Initial data for the timer, immutable |
| CAssemblyData | To generate an assembly file |
| CCachedValue< T > | |
| CCecilExtensions | Extension methods for Mono.Cecil |
| CClientWarningExtensions | Extension methods for converting Steam EResult to ClientWarning |
| CDebugHelper | |
| CEnumExtensions | |
| CExtentions | |
| CFileManager | Assistant for working with files. Reading, writing files |
| CFileTypesExtensions | Extension methods for FileTypes enum |
| CFillters | |
| CGameTime | |
| CHelper | |
| ►CHelperSaveData | |
| CSerializableVector2 | |
| CSerializableVector2Int | |
| CSerializableVector3 | |
| CSerializableVector4 | |
| CHelperUI | |
| CICloneable | |
| CIFixedUpdateListiner | |
| CIInvokeKeysListiner | |
| CISaveData< T > | Interface for components that should be saved |
| CISaveGameBaseComponent | Interface for scene system components to be saved to file |
| CISaveGameComponent< TData > | Interface for scene components to be saved to file |
| CIScriptableObjectSaveData | |
| CItemSteamTagExtensions | Extension methods for ItemSteamTag enum |
| CIUpdateListiner | |
| ►CMathHelper | |
| CLines | |
| CPlayerPrefsSave | |
| CQualityExtensions | Extension methods for Quality enum |
| CSceneExtensions | |
| ►CSceneLayers | |
| CLayer | |
| CSingletonMonoBehaviour< T > | |
| CSingletonScriptableObject< T > | |
| CSingletonScriptableObjectAttribute | |
| CStringExtensions | Extension methods for strings |
| ►CValidationUtility | Validation of component fields, works only in the editor |
| CIValidator | |
| CVisualExtensions | |
| CBootBase | |
| CDispatcher | |
| ►CGameApplication | The base class that starts and initializes all systems |
| CResultData | |
| CGlobalUpdater | The system responsible for updating application components |
| CPauseSystem | |
| CUpdateData | |