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API Reference

Every C# class you call from gameplay scripts. Each page is method-by-method; the guides elsewhere in these docs cover the concepts and the editor side.

Every script you write derives from GameEntity — start there.

Entities and components

PageCovers
GameEntityIdentity, position, hierarchy, components, Persist, coroutines, and every lifecycle hook
ComponentsHow component façades work, and the full list
Rigidbody2DComponentBody type, velocity, impulses, one-way platforms
SpriteRendererComponentTint and texture swapping
TextComponentText, allocation-free number display, localization keys
CameraPriority, zoom, world/screen conversion, follow and shake
AnimatorParameters, state, playback, animation events
AudioAudio sources and master volume
ParticlesEmitters, one-shots, and Particles.Spawn
TilemapComponentReading and painting tiles at runtime
UICanvases, images, progress bars, buttons, rect transforms

Gameplay systems

PageCovers
CoroutinesRunning code across multiple frames
Physics2DRaycasts, overlap checks, and shapecasts
ScenesLoading, unloading, async loading, transitions
SessionCarrying data across a scene change
TimeDelta time, pausing, slow motion, the fixed clock
InputActions, keyboard, mouse, gamepads, haptics
Touch and gesturesThe touchscreen, and recognised gestures

Content and data

PageCovers
SaveSystem and SettingsPlayer preferences and save games
LocTranslated text, plurals, language switching
MaterialLoading materials and driving shader parameters
Game resourcesAuthored data assets that aren't entities
AttributesInspector fields, animation events, visual-script nodes

Performance and diagnostics

PageCovers
PoolsReusing entities instead of creating and destroying them
MemoryWhat the engine is holding, and how much headroom is left
ProfilerMarking your own code, and per-frame allocation counters
Application, Window and LogQuitting, focus, frame cap, window size, logging

Utilities

PageCovers
VectorsVector2, Vector3, Vector4, Vector2Int

Preview

PageCovers
NetworkingReplication, RPCs, prediction, the headless server — not verified end to end in 0.1.0

Not scriptable in 0.1.0

Worth knowing up front, so you don't go looking:

  • Rotation and scale — position is the only transform channel a script can drive.
  • Colliders — Box Collider 2D and Circle Collider 2D are configured in the Properties panel and queried through Physics2D; there's no façade.
  • Several UI widgets — UI Selectable, Slider, Toggle, Layout Group, Mask and Scroll Rect. See UI.
  • Sorting layers and material slots on renderers.
  • Audio Listener, Circle Renderer.
  • The visual scripting graph editor. [VisualNode] registers a method, but the canvas isn't usable yet — see Node graphs.