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
| Page | Covers |
|---|---|
| GameEntity | Identity, position, hierarchy, components, Persist, coroutines, and every lifecycle hook |
| Components | How component façades work, and the full list |
| Rigidbody2DComponent | Body type, velocity, impulses, one-way platforms |
| SpriteRendererComponent | Tint and texture swapping |
| TextComponent | Text, allocation-free number display, localization keys |
| Camera | Priority, zoom, world/screen conversion, follow and shake |
| Animator | Parameters, state, playback, animation events |
| Audio | Audio sources and master volume |
| Particles | Emitters, one-shots, and Particles.Spawn |
| TilemapComponent | Reading and painting tiles at runtime |
| UI | Canvases, images, progress bars, buttons, rect transforms |
Gameplay systems
| Page | Covers |
|---|---|
| Coroutines | Running code across multiple frames |
| Physics2D | Raycasts, overlap checks, and shapecasts |
| Scenes | Loading, unloading, async loading, transitions |
| Session | Carrying data across a scene change |
| Time | Delta time, pausing, slow motion, the fixed clock |
| Input | Actions, keyboard, mouse, gamepads, haptics |
| Touch and gestures | The touchscreen, and recognised gestures |
Content and data
| Page | Covers |
|---|---|
| SaveSystem and Settings | Player preferences and save games |
| Loc | Translated text, plurals, language switching |
| Material | Loading materials and driving shader parameters |
| Game resources | Authored data assets that aren't entities |
| Attributes | Inspector fields, animation events, visual-script nodes |
Performance and diagnostics
| Page | Covers |
|---|---|
| Pools | Reusing entities instead of creating and destroying them |
| Memory | What the engine is holding, and how much headroom is left |
| Profiler | Marking your own code, and per-frame allocation counters |
| Application, Window and Log | Quitting, focus, frame cap, window size, logging |
Utilities
| Page | Covers |
|---|---|
| Vectors | Vector2, Vector3, Vector4, Vector2Int |
Preview
| Page | Covers |
|---|---|
| Networking | Replication, 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.