Unity SDK Docs 1.5.0-beta.6
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 NTiltFive
 NLogging
 CLogThe Logger
 CLogSettings
 CAllAxesBoolean
 CARProjectionFrustum
 CAxesBoolean
 CCameraImageThe Camera Frame API and runtime
 CDisplay
 CDisplayHelper
 CDisplaySettings
 CDontDestroyOnLoad
 CGameBoardRepresents the game board
 CGameboardDimensions
 CGameboardExtentsRepresents the distances from the gameboard tracking origin to the borders of the gameboard's viewable area
 CGameBoardSettings
 CGlassesThe Glasses API and runtime
 CDisplayInfo
 CGlassesSettingsGlassesSettings encapsulates all configuration data used by the Glasses' tracking runtime to compute the Head Pose and apply it to the Camera
 CGraphicsSettingsGraphicsSettings encapsulates configuration data related to the project's graphics settings, such as target framerate, vsync, etc
 CISceneInfo
 CLength
 CNativePlugin
 CPlayerProvides access to player settings and functionality
 CWaitUntilPlayerConnectedSuspends coroutine execution until the provided player has connected
 CPlayerSettings
 CScaleSettingsScaleSettings contains the scale data used to translate between Unity units and the user's physical space
 CSingleton< T >
 CSingletonComponent< T >
 CSpectatorSettings
 CSplitStereoCamera
 CSplitStereoTextures
 CT5_CameraStreamConfigCamera Stream Configuration
 CT5_CamImageRepresents a wrapper on a buffer comtaining a camera image
 CT5_GameboardSizePhysical dimensions of a gameboard, in meters
 CT5_PixelDewarpPixel Coordinate Dewarp Wrapper
 CTiltFiveManagerThe Tilt Five manager
 CTiltFiveManager2The Tilt Five manager
 CTrackableCore< TSettings, TState >
 CTrackableSettings
 CUniformScaleTransformEnforces uniform scaling by setting the x, y, and z scale components of the associated transform to be equal
 CWandThe Wand API and runtime
 CWaitUntilWandConnectedSuspends coroutine execution until the provided player's wand has connected
 CWandSettingsWand Settings encapsulates all configuration data used by the Wand's tracking runtime to compute the Wand Pose and apply it to the driven GameObject