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=Client Scripting Function Reference= | =Client Scripting Function Reference= | ||
− | Classes | + | This API is shared between both C# and Lua runtimes. In case of Lua, we treat 'Nil' as 'null', but otherwise identical. |
+ | |||
+ | ==Classes== | ||
* [[Scripting/SScript]] (aka 'Space') | * [[Scripting/SScript]] (aka 'Space') | ||
** [[Scripting/SMath]] Math Functions | ** [[Scripting/SMath]] Math Functions | ||
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** [[Scripting/SPersistence]] Persistence functions (save/retrieve state information permanently, attach to player, scene, global) | ** [[Scripting/SPersistence]] Persistence functions (save/retrieve state information permanently, attach to player, scene, global) | ||
− | Data Types | + | ==Data Types== |
* [[Scripting/SVector]] A 3D Vector class for storing positions/euler rotations | * [[Scripting/SVector]] A 3D Vector class for storing positions/euler rotations | ||
* [[Scripting/SQuaternion]] A Quaternion used for storing proper rotational information | * [[Scripting/SQuaternion]] A Quaternion used for storing proper rotational information | ||
− | Library Classes | + | ==Library Classes== |
* [[Scripting/SPostFX]] Post FX control | * [[Scripting/SPostFX]] Post FX control | ||
* [[Scripting/SDialogues]] Input dialoges/confirmation boxes | * [[Scripting/SDialogues]] Input dialoges/confirmation boxes | ||
− | Component Classes | + | ==Component Classes== |
* [[Scripting/SAnimator]] Access to Animator state machines | * [[Scripting/SAnimator]] Access to Animator state machines | ||
* [[Scripting/SAudioSource]] Audio Source & Playback | * [[Scripting/SAudioSource]] Audio Source & Playback | ||
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* [[Scripting/SUIText]] | * [[Scripting/SUIText]] | ||
− | Resources | + | ==Resources== |
* [[Scripting/SResource]] | * [[Scripting/SResource]] | ||
− | External Events | + | ==External Events== |
* [[Scripting/Invoking Events]] | * [[Scripting/Invoking Events]] | ||
* [[Scripting/Calling from UnityEvents]] | * [[Scripting/Calling from UnityEvents]] | ||
{{Scripting Navbox}} | {{Scripting Navbox}} |
Note: Scripting is arriving in Editor Pack 9, due for release on January 25th
This API is shared between both C# and Lua runtimes. In case of Lua, we treat 'Nil' as 'null', but otherwise identical.
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