Scylla Framework
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    • Scylla.Core
      • Char
      • FileLog
      • ILogReceiver
      • IScyllaDependencyProvider
      • Log
      • LogCategory
      • LogEntry
      • LogFileFormat
      • LogLevel
      • Num
      • ScyllaAAMode
      • ScyllaAAQuality
      • ScyllaBootstrap
      • ScyllaCore
      • ScyllaCore.Meta
      • ScyllaDependencyInfoData
      • ScyllaRenderPipeline
      • ScyllaShadowResolution
      • Str
      • TextAlignment
      • UnityConsoleLog
    • Scylla.Core.Attributes
      • AttributeValidator
      • CompareOperator
      • ConditionalAttributeBase
      • DisableIfAttribute
      • DisplayNameAttribute
      • EnableIfAttribute
      • FoldoutAttribute
      • FormerlySerializedAsAttribute
      • GroupAttribute
      • HideIfAttribute
      • HideInFilterWindowAttribute
      • HorizontalLineAttribute
      • InfoBoxAttribute
      • InfoType
      • LayerFieldAttribute
      • MinMaxRangeAttribute
      • MonoTextAreaAttribute
      • NotEmptyAttribute
      • NotNullAttribute
      • ReadOnlyAttribute
      • ReflectedTypeAttribute
      • RequiredAttribute
      • SceneFieldAttribute
      • ShowIfAttribute
      • SortingLayerFieldAttribute
      • TagFieldAttribute
      • TitleAttribute
      • ValidateInputAttribute
      • ValidationException
    • Scylla.Core.Config
      • ConfigFileManager
      • ConfigurationRegistry
      • ConfigurationSlotAttribute
      • ConfigurationValidationResult
      • ConsoleLoggingSettings
      • FileLogFormattingSettings
      • FileLoggingSettings
      • IConfigurationRegistry
      • ScyllaConfiguration
      • ScyllaCoreConfiguration
      • ScyllaEventConfiguration
      • ScyllaLoggerConfiguration
      • ValidationSeverity
    • Scylla.Core.Editor
      • CalendarDefinitionEditor
      • ClockDefinitionEditor
      • ColorGradientAssetEditor
      • ColorGradientReducer
      • ColorPaletteAssetEditor
      • DebugEventMonitor
      • DependencySourceType
      • DependencyStatus
      • EventFilterCategory
      • EventLogEntry
      • GameViewCapture
      • IScyllaShaderProvider
      • ScyllaAboutWindow
      • ScyllaBootstrapEditor
      • ScyllaConfigurationEditorBase
      • ScyllaCoreConfigurationEditor
      • ScyllaCoreDependencyProvider
      • ScyllaCoreShaderProvider
      • ScyllaDebugWindow
      • ScyllaDependencyDetector
      • ScyllaDependencyGraphElement
      • ScyllaDependencyInfo
      • ScyllaEditorBase
      • ScyllaEditorColors
      • ScyllaEditorConstants
      • ScyllaEditorIconNames
      • ScyllaEditorStyles
      • ScyllaEditorUSSClasses
      • ScyllaEventConfigurationEditor
      • ScyllaFontCharacterExtractorWindow
      • ScyllaGettingStartedWindow
      • ScyllaIconPreview
      • ScyllaLoggerConfigurationEditor
      • ScyllaLogoElement
      • ScyllaMenuItems
      • ScyllaModuleEditor
      • ScyllaModuleStatusIndicator
      • ScyllaModuleWindow
      • ScyllaPanel
      • ScyllaPresetSelector
      • ScyllaSceneConfigurationEditor
      • ScyllaScheduler
      • ScyllaSearchField
      • ScyllaSettingsProvider
      • ScyllaSetupWizard
      • ScyllaShaderInclusionBuildProcessor
      • ScyllaStatusBar
      • ScyllaTabBar
      • ScyllaTimeConfigurationEditor
      • ScyllaToolWindowBase
      • ScyllaToolbar
      • ScyllaWizardWindowBase
      • ScyllaWizardWindowBase.WizardLayout
      • ScyllaWizardWindowBase.WizardStepDef
    • Scylla.Core.Editor.Attributes
      • AttributeReflectionCache
      • ConditionalDrawerBase
      • DisableIfDrawer
      • EnableIfDrawer
      • FoldoutDrawer
      • HideIfDrawer
      • HorizontalLineDrawer
      • InfoBoxDrawer
      • LayerFieldDrawer
      • MinMaxRangeDrawer
      • MonoTextAreaDrawer
      • ReadOnlyDrawer
      • RequiredDrawer
      • SceneFieldDrawer
      • SerializedPropertyExtensions
      • ShowIfDrawer
      • SortingLayerFieldDrawer
      • TagFieldDrawer
      • TitleDrawer
    • Scylla.Core.Editor.Drawers
      • DoubleRangeDrawer
      • FloatRangeDrawer
      • IntRangeDrawer
    • Scylla.Core.Editor.Util.UI.Layout
      • ScyllaUIEdgeInsetsDrawer
      • ScyllaUILayoutMenuItems
      • ScyllaUILengthDrawer
    • Scylla.Core.Events
      • IScyllaEventBus
      • ScyllaEvent
      • ScyllaEventBus
      • ScyllaEventPriority
      • ScyllaEventSubscription
      • ScyllaEvents
      • ScyllaFrameworkInitializedEvent
      • ScyllaFrameworkShutdownEvent
      • ScyllaModuleShutdownEvent
      • ScyllaModuleStartedEvent
    • Scylla.Core.Modules
      • IScyllaModule
      • IScyllaModuleManager
      • ScyllaModule
      • ScyllaModuleDependency
      • ScyllaModuleDependencyType
      • ScyllaModuleException
      • ScyllaModuleID
      • ScyllaModuleInfo
      • ScyllaModuleManager
      • ScyllaModulePlacement
      • ScyllaModuleState
    • Scylla.Core.Scenes
      • HygieneOverride
      • SceneLoadOperation
      • SceneLoadRunner
      • SceneLoadState
      • ScyllaActiveSceneChangedEvent
      • ScyllaSceneConfiguration
      • ScyllaSceneLoadOptions
      • ScyllaSceneLoadProgressEvent
      • ScyllaSceneLoadedEvent
      • ScyllaSceneManager
      • ScyllaSceneUnloadedEvent
      • ScyllaSceneWillLoadEvent
      • ScyllaSceneWillUnloadEvent
    • Scylla.Core.Settings
      • ScyllaProjectSettings
    • Scylla.Core.Structures
      • FractionalHexCoord
      • GridUtil
      • HexCoord
      • HexCornerCoord
      • HexCornerMap<TData>
      • HexCornerMap<TData>.Enumerator
      • HexCornerPosition
      • HexEdgeCoord
      • HexEdgeDirection
      • HexEdgeMap<TData>
      • HexEdgeMap<TData>.Enumerator
      • HexGridLayout
      • HexLayoutMode
      • HexOrientation
      • IScyllaCollection
      • IScyllaCollection<T>
      • IScyllaGraph
      • IScyllaGrid<TCoord, TCell>
      • IScyllaMap<TKey, TValue>
      • IScyllaMutableGraph
      • IScyllaMutableGraph<TNodeData>
      • IScyllaMutableGraph<TNodeData, TEdgeData>
      • IScyllaPriorityQueueItem
      • IScyllaReadOnlyGraph
      • IScyllaReadOnlyGraph<TNodeData>
      • IScyllaReadOnlyGraph<TNodeData, TEdgeData>
      • IScyllaState<TContext>
      • IScyllaTrie
      • IScyllaTrie<TValue>
      • NeighborWriter<TCoord>
      • ScyllaAABB2
      • ScyllaAABB3
      • ScyllaAdjacencyListGraph
      • ScyllaAdjacencyListGraph.Builder
      • ScyllaAdjacencyListGraph.NodeEnumerator
      • ScyllaAdjacencyListGraph.SynchronizedScyllaAdjacencyListGraph
      • ScyllaAdjacencyListGraph<TNodeData>
      • ScyllaAdjacencyListGraph<TNodeData, TEdgeData>
      • ScyllaBVH
      • ScyllaBVH.Builder
      • ScyllaBVHCore
      • ScyllaBitArray
      • ScyllaBitArray.Builder
      • ScyllaBitArray.Enumerator
      • ScyllaBitArray.SynchronizedScyllaBitArray
      • ScyllaBitArrayDOTS
      • ScyllaBitArrayDOTS.Builder
      • ScyllaBitArrayDOTS.Enumerator
      • ScyllaCSRGraph
      • ScyllaCSRGraph.Builder
      • ScyllaCSRGraph<TNodeData>
      • ScyllaCSRGraph<TNodeData, TEdgeData>
      • ScyllaCollectionCapabilities
      • ScyllaCollectionThreadSafety
      • ScyllaCompositeState<TContext>
      • ScyllaDequeDOTS<T>
      • ScyllaDequeDOTS<T>.Builder
      • ScyllaDeque<T>
      • ScyllaDeque<T>.Builder
      • ScyllaDeque<T>.Enumerator
      • ScyllaDeque<T>.SynchronizedScyllaDeque
      • ScyllaDisjointSet
      • ScyllaDisjointSet.Builder
      • ScyllaDisjointSet.SynchronizedScyllaDisjointSet
      • ScyllaDisjointSetDOTS
      • ScyllaDisjointSetDOTS.Builder
      • ScyllaGenericObjectPool<T>
      • ScyllaGenericObjectPool<T>.Builder
      • ScyllaGenericObjectPool<T>.Enumerator
      • ScyllaGenericObjectPool<T>.SynchronizedScyllaGenericObjectPool
      • ScyllaGraphAlgorithms
      • ScyllaGraphDOTS
      • ScyllaGraphDOTS.Builder
      • ScyllaGraphEdge
      • ScyllaGraphEdge<TEdgeData>
      • ScyllaGraphNode
      • ScyllaGraphNodeFlags
      • ScyllaGraphPath
      • ScyllaGraphProperties
      • ScyllaGraphSearchState
      • ScyllaGridGraphAdapter<TCoord, TCell>
      • ScyllaHexGrid<TCell>
      • ScyllaHexGrid<TCell>.Builder
      • ScyllaHexGrid<TCell>.Enumerator
      • ScyllaHexGrid<TCell>.SynchronizedScyllaHexGrid
      • ScyllaHierarchicalStateMachine<TContext>
      • ScyllaKDTree3
      • ScyllaKDTree3.Builder
      • ScyllaKDTree3Core
      • ScyllaKDTree3Core.Node
      • ScyllaLooseOctree
      • ScyllaLooseOctree.Builder
      • ScyllaLooseOctreeCore
      • ScyllaLooseOctreeUtil
      • ScyllaLooseOctree<T>
      • ScyllaLooseQuadtree
      • ScyllaLooseQuadtree.Builder
      • ScyllaLooseQuadtreeCore
      • ScyllaLooseQuadtreeUtil
      • ScyllaLooseQuadtree<T>
      • ScyllaMapDOTS<TKey, TValue>
      • ScyllaMapDOTS<TKey, TValue>.Builder
      • ScyllaMapEntry<TKey, TValue>
      • ScyllaMap<TKey, TValue>
      • ScyllaMap<TKey, TValue>.Builder
      • ScyllaMap<TKey, TValue>.Enumerator
      • ScyllaMap<TKey, TValue>.SynchronizedScyllaMap
      • ScyllaObjectPool<T>
      • ScyllaObjectPool<T>.Builder
      • ScyllaObjectPool<T>.Enumerator
      • ScyllaObjectPool<T>.SynchronizedScyllaObjectPool
      • ScyllaPriorityQueueDOTS<TValue>
      • ScyllaPriorityQueueDOTS<TValue>.Builder
      • ScyllaPriorityQueueItemComparer<T>
      • ScyllaPriorityQueueNode<TValue>
      • ScyllaPriorityQueueOrder
      • ScyllaPriorityQueue<T>
      • ScyllaPriorityQueue<T>.Builder
      • ScyllaPriorityQueue<T>.Enumerator
      • ScyllaPriorityQueue<T>.SynchronizedScyllaPriorityQueue
      • ScyllaQuadtreePlane
      • ScyllaQueueDOTS<T>
      • ScyllaQueueDOTS<T>.Builder
      • ScyllaQueue<T>
      • ScyllaQueue<T>.Builder
      • ScyllaQueue<T>.Enumerator
      • ScyllaQueue<T>.SynchronizedScyllaQueue
      • ScyllaRay3
      • ScyllaRingBufferDOTS<T>
      • ScyllaRingBufferDOTS<T>.Builder
      • ScyllaRingBufferDOTS<T>.Enumerator
      • ScyllaRingBufferDOTS<T>.ReverseEnumerable
      • ScyllaRingBufferDOTS<T>.ReverseEnumerator
      • ScyllaRingBuffer<T>
      • ScyllaRingBuffer<T>.Builder
      • ScyllaRingBuffer<T>.Enumerator
      • ScyllaRingBuffer<T>.ReverseEnumerable
      • ScyllaRingBuffer<T>.ReverseEnumerator
      • ScyllaRingBuffer<T>.SynchronizedScyllaRingBuffer
      • ScyllaSparseHexGrid<TCell>
      • ScyllaSparseHexGrid<TCell>.Builder
      • ScyllaSparseHexGrid<TCell>.Enumerator
      • ScyllaSparseHexGrid<TCell>.SynchronizedScyllaSparseHexGrid
      • ScyllaSparseSquareGrid<TCell>
      • ScyllaSparseSquareGrid<TCell>.Builder
      • ScyllaSparseSquareGrid<TCell>.Enumerator
      • ScyllaSparseSquareGrid<TCell>.SynchronizedScyllaSparseSquareGrid
      • ScyllaSparseTriGrid<TCell>
      • ScyllaSparseTriGrid<TCell>.Builder
      • ScyllaSparseTriGrid<TCell>.Enumerator
      • ScyllaSparseTriGrid<TCell>.SynchronizedScyllaSparseTriGrid
      • ScyllaSquareGrid<TCell>
      • ScyllaSquareGrid<TCell>.Builder
      • ScyllaSquareGrid<TCell>.Enumerator
      • ScyllaSquareGrid<TCell>.SynchronizedScyllaSquareGrid
      • ScyllaStackDOTS<T>
      • ScyllaStackDOTS<T>.Builder
      • ScyllaStack<T>
      • ScyllaStack<T>.Builder
      • ScyllaStack<T>.Enumerator
      • ScyllaStack<T>.SynchronizedScyllaStack
      • ScyllaStateBase<TContext>
      • ScyllaStateMachine<TContext>
      • ScyllaTriGrid<TCell>
      • ScyllaTriGrid<TCell>.Builder
      • ScyllaTriGrid<TCell>.Enumerator
      • ScyllaTriGrid<TCell>.SynchronizedScyllaTriGrid
      • ScyllaTrie
      • ScyllaTrie.Builder
      • ScyllaTrie.SynchronizedScyllaTrie
      • ScyllaTrie<TValue>
      • ScyllaTrie<TValue>.Builder
      • ScyllaTrie<TValue>.SynchronizedScyllaTrie
      • ScyllaTypeMap
      • ScyllaTypeMap.Builder
      • ScyllaTypeMap.SynchronizedScyllaTypeMap
      • SerializableDictionary<TKey, TValue>
      • SquareAdjacency
      • SquareCoord
      • SquareCornerCoord
      • SquareCornerMap<TData>
      • SquareCornerMap<TData>.Enumerator
      • SquareDistanceMetric
      • SquareEdgeCoord
      • SquareEdgeDirection
      • SquareEdgeMap<TData>
      • SquareEdgeMap<TData>.Enumerator
      • SquareGridLayout
      • TriCoord
      • TriCornerCoord
      • TriCornerMap<TData>
      • TriCornerMap<TData>.Enumerator
      • TriEdgeCoord
      • TriEdgeDirection
      • TriEdgeMap<TData>
      • TriEdgeMap<TData>.Enumerator
      • TriGridLayout
    • Scylla.Core.Time
      • CalendarDefinition
      • CalendarMath
      • ClockDayChangedEvent
      • ClockDebugInfo
      • ClockDefinition
      • ClockEraChangedEvent
      • ClockEvent
      • ClockEventKind
      • ClockHourChangedEvent
      • ClockMinuteChangedEvent
      • ClockMonthChangedEvent
      • ClockPausedEvent
      • ClockRegisteredEvent
      • ClockResumedEvent
      • ClockSeasonChangedEvent
      • ClockSecondChangedEvent
      • ClockState
      • ClockTickEvent
      • ClockTimeScaleChangedEvent
      • ClockUnregisteredEvent
      • ClockWeekdayChangedEvent
      • ClockYearChangedEvent
      • EraDefinition
      • GameDate
      • IClockListener
      • IClockSource
      • IEraConditionProvider
      • ILocationProfile
      • INetworkTimeSyncStrategy
      • ITimeListener
      • LeapYearRule
      • MasterTimeState
      • MonthDefinition
      • PauseMode
      • ScheduleExtensions
      • ScheduleMode
      • ScheduledTickHandle
      • ScyllaClock
      • ScyllaTime
      • ScyllaTimeConfiguration
      • ScyllaTimeDebugInfo
      • SeasonDefinition
      • SmoothTimeScaleTransition
      • TimeEffectHandle
      • TimeEffects
      • TimeEvent
      • TimeScaleBlendMode
      • TimeScaleModifier
      • TimeScaleModifierHandle
      • TimeScaleModifierStack
      • TimeScaleModifierState
      • TimeTickRunner
      • WeekdayDefinition
    • Scylla.Core.Util
      • ArrayUtil
      • AssemblyUtil
      • CameraUtil
      • CollectionUtil
      • ColorUtil
      • ComponentUtil
      • DateUtil
      • FontUtil
      • FontVariant
      • GameObjectExtensions
      • GameObjectUtil
      • InterfaceUtil
      • Interpolation
      • LightUtil
      • ManualResetEventEx
      • NumberExtensions
      • NumberUtil
      • OptionalPackages
      • PlatformUtil
      • ResourceUtil
      • SpriteUtil
      • StringUtil
      • TabularText
      • TabularText.Builder
      • TestTextGenerator
      • ThreadUtil
      • TimeUtil
      • Timer
      • TransformExtensions
      • TypeUtil
      • UnicodeRange
      • VirtualTransform
    • Scylla.Core.Util.Addressables
      • AddressableErrorCode
      • AddressableException
      • AddressableExtensions
      • AddressableProgress
      • AddressableResult
      • AddressableResult<T>
      • AddressableSettings
      • ManagedAddressableList<T>
      • ManagedAddressable<T>
      • ScyllaAddressables
    • Scylla.Core.Util.Checksum
      • ChecksumAdler32
      • ChecksumCRC16
      • ChecksumCRC32
      • ChecksumFletcher32
      • ChecksumXXHash32
      • ChecksumXXHash64
      • IChecksum
    • Scylla.Core.Util.Compression
      • ArchiveEntryInfo
      • CompressionAlgorithm
      • CompressionErrorCode
      • CompressionException
      • CompressionExtensions
      • CompressionLevel
      • CompressionProgress
      • CompressionResult
      • CompressionResult<T>
      • CompressionSettings
      • IArchiveProvider
      • ICompressionProvider
      • ScyllaCompression
    • Scylla.Core.Util.Crypto
      • CryptoAlgorithm
      • CryptoErrorCode
      • CryptoException
      • CryptoExtensions
      • CryptoSettings
      • ICryptoProvider
      • KeyDerivationHash
      • KeyDerivationSettings
      • ScyllaCrypto
    • Scylla.Core.Util.DebugDraw
      • DebugDraw
      • DebugDrawSpace
    • Scylla.Core.Util.Effects
      • ColorAnimationText
      • ColorAnimationTextDirection
      • ColorAnimationTextGradient
    • Scylla.Core.Util.File
      • ConfigFile
      • ConfigFileGroup
      • ConfigFileProperty
      • ConfigFilePropertyType
      • ConfigFileUtil
      • FileErrorCode
      • FileException
      • FileExtensions
      • FilePathExtensions
      • FilePathUtil
      • FileProgress
      • FileSettings
      • ImageFileFormat
      • ImageFileSettings
      • ScyllaFileUtil
    • Scylla.Core.Util.Geom
      • AABB3D
      • BarrelColoringMode
      • BollardColoringMode
      • CappedWallColoringMode
      • Capsule3D
      • ColliderMode
      • CrateColoringMode
      • Ellipse
      • FaceColoringMode
      • IFaceColorResolver
      • OBB3D
      • PaletteFaceColorResolver
      • PaneledWall1ColoringMode
      • PaneledWall2ColoringMode
      • PipeSegmentColoringMode
      • RoundedBoxColoringMode
      • ScyllaArchwayShape
      • ScyllaBarrelShape
      • ScyllaBollardShape
      • ScyllaBoxShape
      • ScyllaCappedWallShape
      • ScyllaCapsuleShape
      • ScyllaColumnShape
      • ScyllaConeShape
      • ScyllaCrateShape
      • ScyllaCurvedStairsShape
      • ScyllaCylinderShape
      • ScyllaDomeShape
      • ScyllaFloorTileShape
      • ScyllaIcoSphereShape
      • ScyllaLadderShape
      • ScyllaLinearStairsShape
      • ScyllaOctahedronShape
      • ScyllaPaneledWall1Shape
      • ScyllaPaneledWall2Shape
      • ScyllaPipeSegmentShape
      • ScyllaPipeShape
      • ScyllaPlaneShape
      • ScyllaPyramidShape
      • ScyllaQuadShape
      • ScyllaRampShape
      • ScyllaRingShape
      • ScyllaRoundedBoxShape
      • ScyllaShapeBase3D
      • ScyllaShapes
      • ScyllaShelvedWallShape
      • ScyllaSignShape
      • ScyllaSkirtedWallShape
      • ScyllaSkyDomeShape
      • ScyllaSphereShape
      • ScyllaSpiralStairsShape
      • ScyllaTorusShape
      • ScyllaTriangularPrismShape
      • ScyllaWallShape
      • ScyllaWallWithDoorShape
      • ScyllaWallWithWindowShape
      • ShapeMaterialCache
      • ShelvedWallColoringMode
      • SignColoringMode
      • Size2D
      • Size3D
      • SkirtedWallColoringMode
      • Sphere3D
      • StairsColoringMode
      • UniformColorResolver
    • Scylla.Core.Util.Math
      • Complex
      • MathUtil
      • Monomial
      • Polynomial
    • Scylla.Core.Util.Noise
      • CellularDistanceType
      • CellularReturnType
      • CellularSettings
      • FractalType
      • NoiseAlgorithm
      • NoiseCurlSampler
      • NoiseDomainWarper
      • NoiseGenerator
      • NoiseSettings
      • PixelNoise
      • PixelNoiseDistribution
      • PixelNoiseSettings
      • WarpSettings
    • Scylla.Core.Util.Palette
      • ColorAssetRegistry
      • ColorGradient
      • ColorGradientAlphaStop
      • ColorGradientAlphaStopData
      • ColorGradientAsset
      • ColorGradientColorSpace
      • ColorGradientData
      • ColorGradientMode
      • ColorGradientStop
      • ColorGradientStopData
      • ColorGradientStopInterpolation
      • ColorPalette
      • ColorPaletteAsset
      • ColorPaletteData
      • ColorPaletteEntry
      • ColorPaletteEntryData
      • ColorPaletteMapping
      • ColorPalettes
      • ColorRole
      • ColorStopBlendMode
      • ColorSwatchCollection
      • ColorSwatchCollectionAsset
      • ColorSwatchCollectionData
      • ColorSwatchEntryData
      • MutableColorGradient
      • MutableColorPalette
    • Scylla.Core.Util.ProceduralMapGen
      • BSPSettings
      • CellularAutomataSettings
      • CorridorStyle
      • DoorAxis
      • DoorPlacement
      • DoorPlacementSettings
      • DoorShapeConfig
      • DrunkardWalkSettings
      • FloorplanSettings
      • InstantiationResult
      • MapCellType
      • MapCorridor<TCoord>
      • MapGenResult<TCoord>
      • MapGenSettings
      • MapOverlaySettings
      • MapPatternType
      • MapRoom<TCoord>
      • MazeRoomSettings
      • MazeSettings
      • NoiseThresholdSettings
      • ProceduralMapGenerator
      • ProceduralMapOverlay
      • ProceduralMapPostProcessor
      • RoomCorridorSettings
      • RoomGroup
      • ScyllaProceduralMapInstantiator
      • VoronoiRegionSettings
      • WindingCorridorSettings
    • Scylla.Core.Util.Random
      • AliasTable
      • CryptoRandomSource
      • DiceRoll
      • IProbabilityInfluence
      • IRandomSource
      • MersenneTwister
      • MersenneTwisterState
      • PCG32
      • PCG32State
      • PickHistory
      • PickRecord
      • PoissonDiskSampler
      • PoissonDiskSampler.BoundChecker
      • ProbabilityEntry<T>
      • ProbabilityList<T>
      • ProbabilityNormalizer
      • RandomAlgorithm
      • RandomExtensions
      • RandomID
      • RandomSeeder
      • RandomText
      • RandomUtil
      • RandomUtil.DeterministicRNG
      • RandomUtil.DeterministicRNGState
      • RepeatPreventionMode
      • SelectionStrategy
      • SplitMix64RNG
      • SplitMix64State
      • SystemRandomSource
      • UnityRandomSource
      • Xoroshiro128Plus
      • Xoroshiro128State
      • Xoshiro256StarStar
      • Xoshiro256State
    • Scylla.Core.Util.Ranges
      • DoubleRange
      • FloatRange
      • IntRange
    • Scylla.Core.Util.Serialization
      • ArraySerializer<T>
      • BoolSerializer
      • BoundsSerializer
      • ByteArraySerializer
      • ByteSerializer
      • CharSerializer
      • Color32Serializer
      • ColorSerializer
      • DateTimeOffsetSerializer
      • DateTimeSerializer
      • DecimalSerializer
      • DefaultValueHandling
      • DictionarySerializer<TKey, TValue>
      • DoubleSerializer
      • EnumSerializer<T>
      • FloatSerializer
      • GuidSerializer
      • HashSetSerializer<T>
      • IScyllaReader
      • IScyllaWriter
      • ISerializationContext
      • ITypeSerializer
      • ITypeSerializer<T>
      • IntSerializer
      • LayerMaskSerializer
      • ListSerializer<T>
      • LongSerializer
      • NullHandling
      • PropertyMetadata
      • QuaternionSerializer
      • QueueSerializer<T>
      • RectIntSerializer
      • RectSerializer
      • ReferenceHandling
      • ReferenceTracker
      • ReflectionSerializer
      • SByteSerializer
      • ScyllaIgnoreAttribute
      • ScyllaIncludeAttribute
      • ScyllaJSONReader
      • ScyllaJSONWriter
      • ScyllaMigrationAttribute
      • ScyllaPropertyAttribute
      • ScyllaSerializableAttribute
      • ScyllaSerialization
      • SerializationContext
      • SerializationEngine
      • SerializationException
      • SerializationFormat
      • SerializationResult
      • SerializationResult<T>
      • SerializationSettings
      • SerializationSettings.Builder
      • SerializationToken
      • ShortSerializer
      • StackSerializer<T>
      • StringSerializer
      • TimeSpanSerializer
      • TypeMetadata
      • TypeMetadataCache
      • TypeSerializerAdapter<T>
      • TypeSerializerBase<T>
      • UIntSerializer
      • ULongSerializer
      • UShortSerializer
      • Vector2IntSerializer
      • Vector2Serializer
      • Vector3IntSerializer
      • Vector3Serializer
      • Vector4Serializer
    • Scylla.Core.Util.Tween
      • Ease
      • EaseType
      • ITween
      • LoopType
      • ScyllaShapeTweenExtensions
      • ScyllaTween
      • SequenceItem
      • SequenceItemType
      • TweenAudioSourceExtensions
      • TweenBase
      • TweenCanvasGroupExtensions
      • TweenColor
      • TweenErrorCode
      • TweenException
      • TweenExtensions
      • TweenFloat
      • TweenID
      • TweenLerp
      • TweenManager
      • TweenMaterialExtensions
      • TweenPool
      • TweenQuaternion
      • TweenRectTransformExtensions
      • TweenSequence
      • TweenSettings
      • TweenSpriteRendererExtensions
      • TweenState
      • TweenTransformExtensions
      • TweenVector2
      • TweenVector3
      • TweenVector4
      • Tween<T>
    • Scylla.Core.Util.UI
      • DebugCanvasUtil
      • GradientBackground
      • IUIText
      • IUITextField
      • LineScrollTextArea
      • LineScrollTextAreaBuilder
      • LineScrollTextBuffer
      • LineScrollTextBuffer.Builder
      • LineScrollTextBuffer.LogicalLine
      • LineScrollTextBufferLineAddedEvent
      • LineScrollTextBufferScrolledEvent
      • LineScrollWindow
      • LineScrollWindow.Enumerator
      • ScrollDirection
      • ScrollPhysics
      • ScrollTextArea
      • ScrollTextAreaBuilder
      • ScrollTextAreaDragEndedEvent
      • ScrollTextAreaDragStartedEvent
      • ScrollTextAreaScrolledEvent
      • ScrollTextBuffer
      • ScrollTextBuffer.Builder
      • ScrollTextBuffer.ScrollTextLine
      • ScrollTextBufferLineAddedEvent
      • ScrollTextLineView
      • ScyllaUIAdaptiveStack
      • ScyllaUIAlignment
      • ScyllaUIAspectBreakpoint
      • ScyllaUICrossAlignment
      • ScyllaUIEdgeInsets
      • ScyllaUIFitMode
      • ScyllaUIFlexElement
      • ScyllaUIGrid
      • ScyllaUIGridItem
      • ScyllaUIHStack
      • ScyllaUILayoutAnimator
      • ScyllaUILayoutDebugDraw
      • ScyllaUILayoutDebugDrawConfig
      • ScyllaUILayoutGizmos
      • ScyllaUILayoutRoot
      • ScyllaUILayoutStyle
      • ScyllaUILength
      • ScyllaUILengthUnit
      • ScyllaUIPositioned
      • ScyllaUIScreenMargin
      • ScyllaUISizeMode
      • ScyllaUISpacer
      • ScyllaUIStackBase
      • ScyllaUIText
      • ScyllaUITextGroup
      • ScyllaUITrack
      • ScyllaUITrackSizingMode
      • ScyllaUIVStack
      • ScyllaUIZStack
      • TMPSettings
      • TMPUtil
      • TextSelectionPosition
      • TextSelectionRange
      • UIAlignment
      • UIAnchor
      • UIAnchors
      • UIFontReference
      • UIFontStyle
      • UIMargin
      • UIPadding
      • UITextBuilder
      • UITextComponent
      • UITextFactory
      • UITextFieldBuilder
      • UITextFieldComponent
      • UIUtil
      • VisualLine
    • Scylla.Core.Util.Units
      • AreaUnit
      • DataUnit
      • LengthUnit
      • MassUnit
      • PressureUnit
      • SpeedUnit
      • TemperatureUnit
      • TimeFormat
      • TimeUnit

    Class ScyllaShapes

    Static factory for spawning ScyllaShapeBase3D shape components on new UnityEngine.GameObjects at runtime. Each Create* method instantiates the matching shape UnityEngine.MonoBehaviour, sets its shape-specific parameters, and returns the typed component for further configuration or chaining.

    Inheritance
    object
    ScyllaShapes
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Scylla.Core.Util.Geom
    Assembly: ScyllaCore.dll
    Syntax
    public static class ScyllaShapes
    Remarks

    This factory is the recommended entry point for creating procedural 3D shapes from code (for example: "spawn a red crate at this world position"). For shapes whose parameters need to be tweened, serialized with the scene, or edited in the Inspector, prefer adding the component directly to an existing UnityEngine.GameObject via UnityEngine.GameObject.AddComponent<T>().

    All Create* methods share a common leading parameter set followed by shape-specific parameters:

    • parent - optional parent UnityEngine.Transform; the new object is reparented with worldPositionStays: false.
    • name - UnityEngine.Object.name of the spawned UnityEngine.GameObject.
    • position, rotation, scale - world-space transform; each defaults to the identity value when null.
    • tint - optional per-renderer tint applied via UnityEngine.MaterialPropertyBlock without creating a material instance.
    • material - optional custom UnityEngine.Material; overrides the cached default material on the spawned renderer.
    • colliderMode - controls which collider (if any) is attached; see ColliderMode.

    Shape-specific parameters appear after the common set and mirror the properties of the returned component. All linear dimensions are in Unity world units. Angle parameters are in degrees.

    Methods

    ApplyColor(GameObject, Color)

    Applies a per-renderer tint to the first UnityEngine.Renderer on target via UnityEngine.MaterialPropertyBlock. Avoids creating leaked material instances. No-op when target is null or has no renderer.

    Declaration
    public static void ApplyColor(GameObject target, Color color)
    Parameters
    Type Name Description
    GameObject target

    The GameObject whose renderer is tinted.

    Color color

    The color value to write.

    CreateArchway(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, float, int, float)

    Spawns a ScyllaArchwayShape - a wall with an arched opening composed of a rectangular lower section and a semicircular arch on top. The opening extends to the floor (door-like passage), and the arch radius is automatically set to half of openingWidth. All dimensions are clamped at build time so the arch always fits inside the wall.

    Declaration
    public static ScyllaArchwayShape CreateArchway(Transform parent = null, string name = "Archway", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float wallLength = 4, float wallHeight = 3, float wallThickness = 0.2, float openingWidth = 1.6, float openingHeight = 1.2, int archSegments = 12, float offsetX = 0)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Archway".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float wallLength

    Total length of the wall along the X axis, in world units. Defaults to 4.

    float wallHeight

    Total height of the wall along the Y axis, in world units. Defaults to 3.

    float wallThickness

    Thickness of the wall along the Z axis, in world units. Defaults to 0.2.

    float openingWidth

    Width of the archway opening, in world units. The semicircle radius equals half this value. Clamped so side columns remain. Defaults to 1.6.

    float openingHeight

    Height of the straight rectangular section below the arch, in world units. The arch sits on top of this. Defaults to 1.2.

    int archSegments

    Number of segments used to tessellate the semicircular arch. Higher values produce a smoother curve. Defaults to 12.

    float offsetX

    Horizontal offset of the archway centerline from the wall center, in world units. Clamped so the opening fits within the wall. Defaults to 0 (centered).

    Returns
    Type Description
    ScyllaArchwayShape

    The ScyllaArchwayShape component on the newly spawned UnityEngine.GameObject.

    CreateBarrel(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, float, float, int, float, BarrelColoringMode)

    Spawns a ScyllaBarrelShape - a lathe-profile barrel body with a convex stave silhouette around the Y axis, chamfered rings at the top and bottom rims, a protruding iron belt ring near each cap, and flat disc lids. The barrel is centered on the origin along Y.

    Declaration
    public static ScyllaBarrelShape CreateBarrel(Transform parent = null, string name = "Barrel", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 0.4, float height = 1, float chamferInset = 0.06, float chamferHeight = 0.1, float beltOutset = 0.03, float beltHeight = 0.06, int segments = 24, float beltDistanceFromCap = 0.18, BarrelColoringMode coloringMode = BarrelColoringMode.LidsBeltAndBody)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Barrel".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Maximum radius of the barrel body at its widest point, in world units. Defaults to 0.4.

    float height

    Total height of the barrel along the Y axis, in world units. Defaults to 1.

    float chamferInset

    How far the top and bottom cap-rim radius is inset from the main body radius, in world units. Defaults to 0.06.

    float chamferHeight

    Vertical extent of the chamfered section at each cap rim, in world units. Defaults to 0.1.

    float beltOutset

    How far the iron belt ring protrudes beyond the barrel body radius, in world units. Defaults to 0.03.

    float beltHeight

    Vertical thickness of each iron belt ring, in world units. Defaults to 0.06.

    int segments

    Number of edge loops around the circumference. Defaults to 24.

    float beltDistanceFromCap

    Distance from the top (and bottom) cap to the near edge of the adjacent iron belt ring, in world units. Defaults to 0.18.

    BarrelColoringMode coloringMode

    Per-region coloring scheme for the lids, belt rings, and barrel body. Defaults to LidsBeltAndBody.

    Returns
    Type Description
    ScyllaBarrelShape

    The ScyllaBarrelShape component on the newly spawned UnityEngine.GameObject.

    CreateBollard(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, int, int, BollardColoringMode)

    Spawns a ScyllaBollardShape - a vertical cylinder capped by a smooth hemispherical dome, representing the classic marine, traffic, or street-furniture bollard profile. The base of the bollard sits at y = 0.

    Declaration
    public static ScyllaBollardShape CreateBollard(Transform parent = null, string name = "Bollard", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 0.2, float bodyHeight = 0.8, int segments = 24, int capRings = 6, BollardColoringMode coloringMode = BollardColoringMode.BodyAndCap)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Bollard".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Radius of both the cylindrical body and the hemispherical cap, in world units. Defaults to 0.2.

    float bodyHeight

    Height of the straight cylindrical section below the hemisphere, in world units. Total bollard height equals bodyHeight + radius. Defaults to 0.8.

    int segments

    Number of edge loops around the circumference. Defaults to 24.

    int capRings

    Number of latitudinal ring subdivisions in the hemispherical cap. Higher values produce a smoother dome. Defaults to 6.

    BollardColoringMode coloringMode

    Per-region coloring scheme for the cylindrical body and the dome cap. Defaults to BodyAndCap.

    Returns
    Type Description
    ScyllaBollardShape

    The ScyllaBollardShape component on the newly spawned UnityEngine.GameObject.

    CreateBox(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float)

    Spawns a ScyllaBoxShape on a new UnityEngine.GameObject with independently controllable width, height, and depth dimensions.

    Declaration
    public static ScyllaBoxShape CreateBox(Transform parent = null, string name = "Box", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float width = 1, float height = 1, float depth = 1)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. The new object is reparented with worldPositionStays: false. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Box".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. When supplied, overrides the cached default material on the spawned renderer.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None (no collider).

    float width

    Extent of the box along the X axis, in world units. Must be positive. Defaults to 1.

    float height

    Extent of the box along the Y axis, in world units. Must be positive. Defaults to 1.

    float depth

    Extent of the box along the Z axis, in world units. Must be positive. Defaults to 1.

    Returns
    Type Description
    ScyllaBoxShape

    The ScyllaBoxShape component on the newly spawned UnityEngine.GameObject.

    CreateCappedWall(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, float, CappedWallColoringMode)

    Spawns a ScyllaCappedWallShape - a wall with a forward-projecting cornice or crown-molding cap at the top. The cap occupies the topmost capHeight units of the wall height and extends forward by capExtension beyond the front face of the wall body.

    Declaration
    public static ScyllaCappedWallShape CreateCappedWall(Transform parent = null, string name = "CappedWall", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float length = 4, float height = 3, float thickness = 0.2, float capHeight = 0.3, float capExtension = 0.1, CappedWallColoringMode coloringMode = CappedWallColoringMode.WallAndCap)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "CappedWall".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float length

    Total length of the wall along the X axis, in world units. Defaults to 4.

    float height

    Total height of the wall (body plus cap) along the Y axis, in world units. Defaults to 3.

    float thickness

    Depth of the wall body along the Z axis, in world units. Defaults to 0.2.

    float capHeight

    Height of the cap section at the top of the wall, in world units. Must be less than height. Defaults to 0.3.

    float capExtension

    How far the cap protrudes forward beyond the wall's front face, in world units. Defaults to 0.1.

    CappedWallColoringMode coloringMode

    Per-region coloring scheme for the wall body and the cap. Defaults to WallAndCap.

    Returns
    Type Description
    ScyllaCappedWallShape

    The ScyllaCappedWallShape component on the newly spawned UnityEngine.GameObject.

    CreateCapsule(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, int, int)

    Spawns a ScyllaCapsuleShape - a cylinder capped at both ends by hemispherical domes. The total height of the shape equals the cylindrical body height plus two times the hemisphere radius (i.e. height + 2 * radius), and the shape is centered on the origin along Y.

    Declaration
    public static ScyllaCapsuleShape CreateCapsule(Transform parent = null, string name = "Capsule", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 0.5, float height = 2, int segments = 24, int capRings = 8)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Capsule".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Radius of the cylindrical shaft and hemispherical caps, in world units. Must be positive. Defaults to 0.5.

    float height

    Height of the straight cylindrical section only (not including the caps), in world units. Must be non-negative. Defaults to 2.

    int segments

    Number of longitudinal edge loops around the circumference. Defaults to 24.

    int capRings

    Number of latitudinal ring subdivisions in each hemispherical cap. Higher values produce smoother domes. Defaults to 8.

    Returns
    Type Description
    ScyllaCapsuleShape

    The ScyllaCapsuleShape component on the newly spawned UnityEngine.GameObject.

    CreateColumn(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, int, float, float, float, float)

    Spawns a ScyllaColumnShape - a vertical architectural column composed of three sections: a plinth base at the bottom, a cylindrical shaft in the middle, and a capital slab at the top. Where adjacent sections differ in radius, thin junction annuli are inserted automatically to close the geometry.

    Declaration
    public static ScyllaColumnShape CreateColumn(Transform parent = null, string name = "Column", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float shaftRadius = 0.3, float shaftHeight = 3, int shaftSegments = 24, float capitalRadius = 0.4, float capitalHeight = 0.2, float baseRadius = 0.4, float baseHeight = 0.2)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Column".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float shaftRadius

    Radius of the cylindrical shaft section, in world units. Defaults to 0.3.

    float shaftHeight

    Height of the cylindrical shaft section only, in world units. Does not include the capital or base heights. Defaults to 3.

    int shaftSegments

    Number of edge loops around the shaft circumference. Defaults to 24.

    float capitalRadius

    Radius of the flat slab capital at the top of the column, in world units. A radius larger than shaftRadius automatically generates a junction annulus. Defaults to 0.4.

    float capitalHeight

    Height of the capital slab, in world units. Pass 0 to omit the capital. Defaults to 0.2.

    float baseRadius

    Radius of the plinth base at the bottom of the column, in world units. A radius larger than shaftRadius generates a junction annulus. Defaults to 0.4.

    float baseHeight

    Height of the plinth base, in world units. Pass 0 to omit the base. Defaults to 0.2.

    Returns
    Type Description
    ScyllaColumnShape

    The ScyllaColumnShape component on the newly spawned UnityEngine.GameObject.

    CreateCone(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, int)

    Spawns a ScyllaConeShape - a right circular cone with its base disc on the XZ plane and apex pointing along +Y. The base is closed with a flat disc cap. The shape is centered vertically so the base sits at y = 0 and the apex at y = height.

    Declaration
    public static ScyllaConeShape CreateCone(Transform parent = null, string name = "Cone", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 0.5, float height = 1, int segments = 24)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Cone".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Radius of the base disc, in world units. Must be positive. Defaults to 0.5.

    float height

    Height from base to apex along the Y axis, in world units. Must be positive. Defaults to 1.

    int segments

    Number of edge loops around the circumference of the base. Defaults to 24.

    Returns
    Type Description
    ScyllaConeShape

    The ScyllaConeShape component on the newly spawned UnityEngine.GameObject.

    CreateCrate(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, float, CrateColoringMode)

    Spawns a ScyllaCrateShape - a box whose six faces each have a mitered picture-frame rim surrounding a recessed inset panel. The rim (trim) width along each face edge is trimInset, and the inset panel is recessed trimDepth behind the rim plane.

    Declaration
    public static ScyllaCrateShape CreateCrate(Transform parent = null, string name = "Crate", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float width = 1, float height = 1, float depth = 1, float trimInset = 0.08, float trimDepth = 0.03, CrateColoringMode coloringMode = CrateColoringMode.FrameAndPanels)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Crate".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float width

    Extent of the crate along the X axis, in world units. Defaults to 1.

    float height

    Extent of the crate along the Y axis, in world units. Defaults to 1.

    float depth

    Extent of the crate along the Z axis, in world units. Defaults to 1.

    float trimInset

    Width of the picture-frame rim band inward from each face edge, in world units. Defaults to 0.08.

    float trimDepth

    How far each face's inset panel is recessed behind the rim plane, in world units. Defaults to 0.03.

    CrateColoringMode coloringMode

    Per-region coloring scheme for the frame trim and the recessed panels. Defaults to FrameAndPanels.

    Returns
    Type Description
    ScyllaCrateShape

    The ScyllaCrateShape component on the newly spawned UnityEngine.GameObject.

    CreateCube(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float)

    Spawns a ScyllaBoxShape configured as a uniform cube (equal width, height, and depth). Convenience wrapper around CreateBox(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float) that passes size for all three dimensions.

    Declaration
    public static ScyllaBoxShape CreateCube(Transform parent = null, string name = "Cube", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float size = 1)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Cube".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float size

    Side length of the cube along all three axes, in world units. Must be positive. Defaults to 1.

    Returns
    Type Description
    ScyllaBoxShape

    The ScyllaBoxShape component on the newly spawned UnityEngine.GameObject.

    CreateCurvedStairs(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, int, float, float, float, StairsColoringMode)

    Spawns a ScyllaCurvedStairsShape - a staircase flight swept around the Y axis from 0 degrees to sweepAngle degrees. Each step is a pie-segment tread; the flight is centered vertically so that the midpoint sits at y = 0.

    Declaration
    public static ScyllaCurvedStairsShape CreateCurvedStairs(Transform parent = null, string name = "CurvedStairs", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float innerRadius = 1, int stepCount = 8, float stepHeight = 0.2, float stepWidth = 1, float sweepAngle = 90, StairsColoringMode coloringMode = StairsColoringMode.TreadsAndStructure)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "CurvedStairs".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float innerRadius

    Radius of the inner curved edge of each step, in world units. Determines the staircase's inner bore. Defaults to 1.

    int stepCount

    Number of steps in the curved flight. Must be at least 1. Defaults to 8.

    float stepHeight

    Vertical rise of each riser, in world units. Defaults to 0.2.

    float stepWidth

    Radial depth of each tread (from inner to outer edge), in world units. Defaults to 1.

    float sweepAngle

    Total angular sweep of the flight around the Y axis, in degrees. 90 produces a quarter-turn; 180 a half-turn. Defaults to 90.

    StairsColoringMode coloringMode

    Per-region coloring scheme for the treads and structural underside. Defaults to TreadsAndStructure.

    Returns
    Type Description
    ScyllaCurvedStairsShape

    The ScyllaCurvedStairsShape component on the newly spawned UnityEngine.GameObject.

    CreateCylinder(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, int, bool)

    Spawns a ScyllaCylinderShape - a circular prism aligned to the Y axis and centered on the origin. When capped is true, solid disc faces are added at both ends; when false, only the lateral surface is emitted (open tube).

    Declaration
    public static ScyllaCylinderShape CreateCylinder(Transform parent = null, string name = "Cylinder", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 0.5, float height = 2, int segments = 24, bool capped = true)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Cylinder".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Radius of the circular cross-section, in world units. Must be positive. Defaults to 0.5.

    float height

    Total height of the cylinder along the Y axis, in world units. Must be positive. Defaults to 2.

    int segments

    Number of edge loops around the circumference. Defaults to 24.

    bool capped

    When true, top and bottom disc caps are emitted. When false, the cylinder is open at both ends. Defaults to true.

    Returns
    Type Description
    ScyllaCylinderShape

    The ScyllaCylinderShape component on the newly spawned UnityEngine.GameObject.

    CreateDome(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, int, int, bool)

    Spawns a ScyllaDomeShape - the upper half of a UV sphere (a hemisphere) with normals pointing outward. The flat equator of the dome sits at y = 0 and the apex is at y = radius. When buildBase is true, a flat disc closes the bottom to form a sealed solid.

    Declaration
    public static ScyllaDomeShape CreateDome(Transform parent = null, string name = "Dome", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 0.5, int segments = 24, int rings = 8, bool buildBase = true)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Dome".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Radius of the dome, in world units. The apex is at y = radius. Defaults to 0.5.

    int segments

    Number of longitudinal edge loops around the dome equator. Defaults to 24.

    int rings

    Number of latitudinal ring subdivisions between the equator and the apex. Defaults to 8.

    bool buildBase

    When true, a flat circular disc is added at the equator to close the bottom of the dome. Defaults to true.

    Returns
    Type Description
    ScyllaDomeShape

    The ScyllaDomeShape component on the newly spawned UnityEngine.GameObject.

    CreateFloorTile(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, int)

    Spawns a ScyllaFloorTileShape - a thin slab in the XZ plane with optional rounded edges. The top face is at +thickness * 0.5 and the bottom face is at -thickness * 0.5; the slab is centered on the origin. Positioning a tile at world coordinates (cellX, 0, cellZ) therefore places its top surface at y = +thickness * 0.5.

    Declaration
    public static ScyllaFloorTileShape CreateFloorTile(Transform parent = null, string name = "FloorTile", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float width = 1, float depth = 1, float thickness = 0.1, float bevelRadius = 0, int bevelSegments = 3)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "FloorTile".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float width

    Extent of the tile along the X axis, in world units. Must be positive. Defaults to 1.

    float depth

    Extent of the tile along the Z axis, in world units. Must be positive. Defaults to 1.

    float thickness

    Slab thickness along the Y axis, in world units. Must be positive. Defaults to 0.1.

    float bevelRadius

    Radius of the rounded edge chamfer on the top and bottom perimeters, in world units. Pass 0 for hard right-angle edges. Clamped at build time. Defaults to 0.

    int bevelSegments

    Triangular subdivisions for each beveled edge. Ignored when bevelRadius is 0. Defaults to 3.

    Returns
    Type Description
    ScyllaFloorTileShape

    The ScyllaFloorTileShape component on the newly spawned UnityEngine.GameObject.

    CreateIcoSphere(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, int)

    Spawns a ScyllaIcoSphereShape - a sphere built by recursively subdividing an icosahedron. Triangle distribution is near-uniform across the surface, in contrast with CreateSphere(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, int, int) which packs vertices densely at the poles. subdivisions is clamped to [0, 5] to keep vertex counts reasonable (subdivision 5 produces 20,480 triangles).

    Declaration
    public static ScyllaIcoSphereShape CreateIcoSphere(Transform parent = null, string name = "IcoSphere", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 0.5, int subdivisions = 2)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "IcoSphere".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Radius of the sphere, in world units. Must be positive. Defaults to 0.5.

    int subdivisions

    Number of recursive midpoint-subdivision passes applied to the base icosahedron. Range [0, 5]. Subdivision 0 exposes the raw 20-triangle icosahedron; each additional level multiplies the triangle count by four. Defaults to 2.

    Returns
    Type Description
    ScyllaIcoSphereShape

    The ScyllaIcoSphereShape component on the newly spawned UnityEngine.GameObject.

    CreateLadder(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, int, float, float, float)

    Spawns a ScyllaLadderShape - two parallel vertical cylindrical rails joined at regular intervals by horizontal cylindrical rungs. The entire ladder is centered on the origin so that the midpoint of the ladder height sits at y = 0.

    Declaration
    public static ScyllaLadderShape CreateLadder(Transform parent = null, string name = "Ladder", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float railSpacing = 0.5, int rungCount = 8, float rungSpacing = 0.3, float railRadius = 0.04, float rungRadius = 0.03)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Ladder".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float railSpacing

    Horizontal center-to-center distance between the two rails, in world units. Defaults to 0.5.

    int rungCount

    Number of horizontal rungs. Defaults to 8.

    float rungSpacing

    Vertical center-to-center distance between consecutive rungs, in world units. Defaults to 0.3.

    float railRadius

    Radius of each cylindrical rail, in world units. Defaults to 0.04.

    float rungRadius

    Radius of each cylindrical rung, in world units. Defaults to 0.03.

    Returns
    Type Description
    ScyllaLadderShape

    The ScyllaLadderShape component on the newly spawned UnityEngine.GameObject.

    CreateLinearStairs(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, int, float, float, float, bool, StairsColoringMode)

    Spawns a ScyllaLinearStairsShape - a straight staircase flight of stepCount equal risers ascending simultaneously along +Z and +Y, with the whole flight centered on the origin. When buildSides is false the triangular stair-profile side cheeks are omitted, which is useful for flights recessed between walls.

    Declaration
    public static ScyllaLinearStairsShape CreateLinearStairs(Transform parent = null, string name = "LinearStairs", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, int stepCount = 8, float stepHeight = 0.2, float stepDepth = 0.3, float width = 1.5, bool buildSides = true, StairsColoringMode coloringMode = StairsColoringMode.TreadsAndStructure)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "LinearStairs".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    int stepCount

    Total number of steps in the flight. Must be at least 1. Defaults to 8.

    float stepHeight

    Height of each individual riser, in world units. Defaults to 0.2.

    float stepDepth

    Horizontal run depth of each tread, in world units. Defaults to 0.3.

    float width

    Lateral width of the staircase, in world units. Defaults to 1.5.

    bool buildSides

    When true, solid triangular cheek panels close the two sides of the flight. Set to false for flights embedded between walls. Defaults to true.

    StairsColoringMode coloringMode

    Per-region coloring scheme for the treads and the structural underside or side cheeks. Defaults to TreadsAndStructure.

    Returns
    Type Description
    ScyllaLinearStairsShape

    The ScyllaLinearStairsShape component on the newly spawned UnityEngine.GameObject.

    CreateMesh(Transform, Mesh, string, Vector3?, Quaternion?, Vector3?, Color?, Material, bool, bool)

    Spawns a bare UnityEngine.GameObject that renders a caller-supplied UnityEngine.Mesh via a UnityEngine.MeshFilter + UnityEngine.MeshRenderer. Useful for pre-built or merged meshes that the shape system has not generated (e.g. a batched floor mesh assembled from many cells).

    Declaration
    public static GameObject CreateMesh(Transform parent, Mesh mesh, string name = "Mesh", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, bool addCollider = false, bool doubleSided = false)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform.

    Mesh mesh

    The mesh to render. Ownership transfers to the GameObject.

    string name

    Name of the spawned GameObject.

    Vector3? position

    World-space position. Defaults to origin.

    Quaternion? rotation

    World-space rotation. Defaults to identity.

    Vector3? scale

    Local scale. Defaults to one.

    Color? tint

    Optional tint applied via UnityEngine.MaterialPropertyBlock.

    Material material

    Optional custom material; overrides the default and doubleSided.

    bool addCollider

    If true, a UnityEngine.MeshCollider sharing mesh is added.

    bool doubleSided

    If true and no custom material is supplied, uses the cached double-sided material.

    Returns
    Type Description
    GameObject

    The spawned GameObject.

    CreateOctahedron(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float)

    Spawns a ScyllaOctahedronShape - a regular octahedron (eight equilateral triangular faces) centered on the origin. Often used as a lightweight stand-in for a sphere or as a directional indicator.

    Declaration
    public static ScyllaOctahedronShape CreateOctahedron(Transform parent = null, string name = "Octahedron", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 0.5)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Octahedron".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Distance from the center to each vertex (circumscribed radius), in world units. Must be positive. Defaults to 0.5.

    Returns
    Type Description
    ScyllaOctahedronShape

    The ScyllaOctahedronShape component on the newly spawned UnityEngine.GameObject.

    CreatePaneledWall1(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, float, float, int, float, PaneledWall1ColoringMode)

    Spawns a ScyllaPaneledWall1Shape - a wall with frameCount concentric recessed picture-frame grooves on the front face surrounding a flush central panel. The first groove is inset from the wall edges by frameMargin, each groove is frameThickness wide and recessed by frameDepth behind the main wall face, and consecutive grooves are separated by raised bands of width frameSpacing.

    Declaration
    public static ScyllaPaneledWall1Shape CreatePaneledWall1(Transform parent = null, string name = "PaneledWall1", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float length = 4, float height = 3, float thickness = 0.2, float frameMargin = 0.25, float frameThickness = 0.15, float frameDepth = 0.04, int frameCount = 1, float frameSpacing = 0.1, PaneledWall1ColoringMode coloringMode = PaneledWall1ColoringMode.FrameAndPanel)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "PaneledWall1".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float length

    Total length of the wall along the X axis, in world units. Defaults to 4.

    float height

    Total height of the wall along the Y axis, in world units. Defaults to 3.

    float thickness

    Total depth of the wall along the Z axis, in world units. Defaults to 0.2.

    float frameMargin

    Distance from the wall outer edges to the outer edge of the frame channel, in world units. Defaults to 0.25.

    float frameThickness

    Width of the frame channel band, in world units. Defaults to 0.15.

    float frameDepth

    How far each frame channel is recessed behind the main wall face, in world units. Defaults to 0.04.

    int frameCount

    Number of concentric grooves, from the outer edge inward. 1 is a single picture frame. Clamped to 1 to 8. Defaults to 1.

    float frameSpacing

    Width of the raised wall band between consecutive grooves, in world units. Only used when frameCount > 1. Defaults to 0.1.

    PaneledWall1ColoringMode coloringMode

    Per-region coloring scheme for the frame channel and central panel. Defaults to FrameAndPanel.

    Returns
    Type Description
    ScyllaPaneledWall1Shape

    The ScyllaPaneledWall1Shape component on the newly spawned UnityEngine.GameObject.

    CreatePaneledWall2(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, int, int, float, float, float, PaneledWall2ColoringMode)

    Spawns a ScyllaPaneledWall2Shape - a wall covered by a panelRows x panelCols grid of raised truncated-pyramid (frustum) panels that protrude outward from the front face. Outer border margins and inter-panel gutters are calculated automatically so the panels tile symmetrically across the full wall surface.

    Declaration
    public static ScyllaPaneledWall2Shape CreatePaneledWall2(Transform parent = null, string name = "PaneledWall2", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float length = 4, float height = 3, float thickness = 0.2, int panelRows = 2, int panelCols = 2, float panelBaseSize = 1.2, float panelTopSize = 0.8, float panelExtrusion = 0.15, PaneledWall2ColoringMode coloringMode = PaneledWall2ColoringMode.WallAndPanels)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "PaneledWall2".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float length

    Total length of the wall along the X axis, in world units. Defaults to 4.

    float height

    Total height of the wall along the Y axis, in world units. Defaults to 3.

    float thickness

    Depth of the wall body along the Z axis, in world units. Defaults to 0.2.

    int panelRows

    Number of panel rows arranged vertically. Must be at least 1. Defaults to 2.

    int panelCols

    Number of panel columns arranged horizontally. Must be at least 1. Defaults to 2.

    float panelBaseSize

    Edge length of the panel at the base (wall face level), in world units. Defaults to 1.2.

    float panelTopSize

    Edge length of the panel at the extruded top face, in world units. A value smaller than panelBaseSize creates a frustum taper. Defaults to 0.8.

    float panelExtrusion

    How far the panel protrudes from the wall face, in world units. Defaults to 0.15.

    PaneledWall2ColoringMode coloringMode

    Per-region coloring scheme for the flat wall face and the raised panel faces. Defaults to WallAndPanels.

    Returns
    Type Description
    ScyllaPaneledWall2Shape

    The ScyllaPaneledWall2Shape component on the newly spawned UnityEngine.GameObject.

    CreatePipe(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, int, bool)

    Spawns a ScyllaPipeShape - a hollow cylindrical tube with an outer lateral surface, an inner bore surface, and optional flat annular rings that close the top and bottom ends. The pipe is centered on the origin along Y.

    Declaration
    public static ScyllaPipeShape CreatePipe(Transform parent = null, string name = "Pipe", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float outerRadius = 0.5, float innerRadius = 0.35, float height = 1, int segments = 24, bool capped = true)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Pipe".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float outerRadius

    Radius of the outer cylindrical surface, in world units. Must be greater than innerRadius. Defaults to 0.5.

    float innerRadius

    Radius of the inner bore surface, in world units. Must be positive and less than outerRadius. Defaults to 0.35.

    float height

    Height of the pipe along the Y axis, in world units. Must be positive. Defaults to 1.

    int segments

    Number of edge loops around the circumference. Defaults to 24.

    bool capped

    When true, flat annular rings close the top and bottom openings. When false, the pipe is open at both ends. Defaults to true.

    Returns
    Type Description
    ScyllaPipeShape

    The ScyllaPipeShape component on the newly spawned UnityEngine.GameObject.

    CreatePipeSegment(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, int, PipeSegmentColoringMode)

    Spawns a ScyllaPipeSegmentShape - a cylindrical body capped at both ends by wider disc flanges, forming the classic plumbing or industrial pipe-segment profile. The shape is centered on the origin along Y.

    Declaration
    public static ScyllaPipeSegmentShape CreatePipeSegment(Transform parent = null, string name = "PipeSegment", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float bodyRadius = 0.3, float flangeRadius = 0.38, float height = 1, float flangeThickness = 0.08, int segments = 24, PipeSegmentColoringMode coloringMode = PipeSegmentColoringMode.FlangesAndBody)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "PipeSegment".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float bodyRadius

    Radius of the central cylindrical shaft, in world units. Must be less than flangeRadius. Defaults to 0.3.

    float flangeRadius

    Radius of the wider disc flanges at each end, in world units. Must be greater than bodyRadius. Defaults to 0.38.

    float height

    Total height of the segment (body plus both flanges) along the Y axis, in world units. Defaults to 1.

    float flangeThickness

    Axial thickness of each end flange disc, in world units. Defaults to 0.08.

    int segments

    Number of edge loops around the circumference. Defaults to 24.

    PipeSegmentColoringMode coloringMode

    Per-region coloring scheme for the flanges and the body. Defaults to FlangesAndBody.

    Returns
    Type Description
    ScyllaPipeSegmentShape

    The ScyllaPipeSegmentShape component on the newly spawned UnityEngine.GameObject.

    CreatePlane(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, int, bool)

    Spawns a ScyllaPlaneShape - a flat rectangle in the XZ plane, centered on the origin with its normal pointing +Y. Optionally subdivided into a grid for deformation or double-sided for bilateral visibility.

    Declaration
    public static ScyllaPlaneShape CreatePlane(Transform parent = null, string name = "Plane", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float width = 1, float depth = 1, int subdivisions = 0, bool doubleSided = false)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Plane".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float width

    Extent of the plane along the X axis, in world units. Must be positive. Defaults to 1.

    float depth

    Extent of the plane along the Z axis, in world units. Must be positive. Defaults to 1.

    int subdivisions

    Number of uniform grid subdivisions applied to both axes. 0 produces a single quad (two triangles); each step doubles the resolution per axis. Defaults to 0.

    bool doubleSided

    When true, the shape uses the double-sided cached material so the plane is visible from both sides. Defaults to false.

    Returns
    Type Description
    ScyllaPlaneShape

    The ScyllaPlaneShape component on the newly spawned UnityEngine.GameObject.

    CreatePyramid(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, int, float, float)

    Spawns a ScyllaPyramidShape - a right pyramid with a regular n-sided polygon base and triangular lateral faces converging to an apex along +Y. Setting baseSides to 3 produces a tetrahedron; 4 produces the classic square pyramid.

    Declaration
    public static ScyllaPyramidShape CreatePyramid(Transform parent = null, string name = "Pyramid", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, int baseSides = 4, float radius = 0.5, float height = 1)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Pyramid".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    int baseSides

    Number of sides on the polygon base. Must be at least 3. Defaults to 4 (square base).

    float radius

    Circumscribed radius of the base polygon (distance from center to a corner vertex), in world units. Must be positive. Defaults to 0.5.

    float height

    Height from the base plane to the apex along the Y axis, in world units. Must be positive. Defaults to 1.

    Returns
    Type Description
    ScyllaPyramidShape

    The ScyllaPyramidShape component on the newly spawned UnityEngine.GameObject.

    CreateQuad(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, bool)

    Spawns a ScyllaQuadShape - a single flat rectangle in the XY plane (facing +Z by default), centered on the origin. Suitable for billboards, decals, or simple 2D-in-3D panels. Unlike CreatePlane(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, int, bool) (which lies in XZ), the quad faces the camera in the default orientation.

    Declaration
    public static ScyllaQuadShape CreateQuad(Transform parent = null, string name = "Quad", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float width = 1, float height = 1, bool doubleSided = false)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Quad".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float width

    Horizontal extent of the quad along the X axis, in world units. Must be positive. Defaults to 1.

    float height

    Vertical extent of the quad along the Y axis, in world units. Must be positive. Defaults to 1.

    bool doubleSided

    When true, uses the double-sided cached material so the quad is visible from both the front and back. Defaults to false.

    Returns
    Type Description
    ScyllaQuadShape

    The ScyllaQuadShape component on the newly spawned UnityEngine.GameObject.

    CreateRamp(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, bool)

    Spawns a ScyllaRampShape - a wedge-shaped inclined plane that rises from a zero-height front edge (at -length * 0.5 along Z) to the full height at the back edge, with the shape centered on the origin. When buildSides is false, the triangular side caps are omitted for use between walls.

    Declaration
    public static ScyllaRampShape CreateRamp(Transform parent = null, string name = "Ramp", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float length = 2, float width = 1, float height = 1, bool buildSides = true)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Ramp".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float length

    Horizontal run of the ramp along the Z axis, in world units. Must be positive. Defaults to 2.

    float width

    Lateral width of the ramp along the X axis, in world units. Must be positive. Defaults to 1.

    float height

    Vertical rise of the ramp from front to back, in world units. Must be positive. Defaults to 1.

    bool buildSides

    When true, solid triangular end caps close the two sides. Set to false for ramps embedded between walls. Defaults to true.

    Returns
    Type Description
    ScyllaRampShape

    The ScyllaRampShape component on the newly spawned UnityEngine.GameObject.

    CreateRing(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, int)

    Spawns a ScyllaRingShape - a hollow cylindrical tube (annular prism) with an outer cylindrical surface, an inner cylindrical bore, and flat annular cap faces at the top and bottom. Equivalent to CreatePipe(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, int, bool) but focused on thin decorative rings rather than long structural pipes.

    Declaration
    public static ScyllaRingShape CreateRing(Transform parent = null, string name = "Ring", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float outerRadius = 1, float innerRadius = 0.7, float height = 0.2, int segments = 32)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Ring".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float outerRadius

    Radius of the outer cylindrical surface, in world units. Must be greater than innerRadius. Defaults to 1.

    float innerRadius

    Radius of the inner bore, in world units. Must be positive and less than outerRadius. Defaults to 0.7.

    float height

    Height of the ring along the Y axis, in world units. Must be positive. Defaults to 0.2.

    int segments

    Number of edge loops around the circumference. Defaults to 32.

    Returns
    Type Description
    ScyllaRingShape

    The ScyllaRingShape component on the newly spawned UnityEngine.GameObject.

    CreateRoundedBox(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, int, RoundedBoxColoringMode)

    Spawns a ScyllaRoundedBoxShape - a box with every straight edge replaced by a quarter-cylinder and every corner replaced by an eighth-sphere of radius cornerRadius. The radius is automatically clamped to half the smallest box dimension so the rounded sections never overlap.

    Declaration
    public static ScyllaRoundedBoxShape CreateRoundedBox(Transform parent = null, string name = "RoundedBox", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float width = 1, float height = 1, float depth = 1, float cornerRadius = 0.1, int cornerSegments = 4, RoundedBoxColoringMode coloringMode = RoundedBoxColoringMode.FrameAndPanels)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "RoundedBox".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float width

    Extent along the X axis, in world units. Must be positive. Defaults to 1.

    float height

    Extent along the Y axis, in world units. Must be positive. Defaults to 1.

    float depth

    Extent along the Z axis, in world units. Must be positive. Defaults to 1.

    float cornerRadius

    Radius of the rounded edge and corner geometry, in world units. Clamped at build time to min(width, height, depth) * 0.5. Defaults to 0.1.

    int cornerSegments

    Number of triangular subdivisions used to approximate each quarter-cylinder edge. Higher values produce smoother curves at the cost of additional triangles. Defaults to 4.

    RoundedBoxColoringMode coloringMode

    Per-face coloring scheme applied to the flat panels and corner/edge frame geometry. Defaults to FrameAndPanels.

    Returns
    Type Description
    ScyllaRoundedBoxShape

    The ScyllaRoundedBoxShape component on the newly spawned UnityEngine.GameObject.

    CreateShelvedWall(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, int, float, ShelvedWallColoringMode)

    Spawns a ScyllaShelvedWallShape - a wall with shelfCount equally-spaced horizontal shelves extruding from the front face. Shelf thickness, inter-shelf spacing, and top and bottom wall margins are all auto-computed to distribute the shelves uniformly across the wall height.

    Declaration
    public static ScyllaShelvedWallShape CreateShelvedWall(Transform parent = null, string name = "ShelvedWall", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float length = 4, float height = 3, float thickness = 0.2, int shelfCount = 4, float shelfDepth = 0.25, ShelvedWallColoringMode coloringMode = ShelvedWallColoringMode.WallAndShelves)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "ShelvedWall".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float length

    Total length of the wall along the X axis, in world units. Defaults to 4.

    float height

    Total height of the wall along the Y axis, in world units. Defaults to 3.

    float thickness

    Depth of the wall body along the Z axis, in world units. Defaults to 0.2.

    int shelfCount

    Number of equally-spaced shelves on the front face. Must be at least 1. Defaults to 4.

    float shelfDepth

    How far each shelf protrudes from the wall face, in world units. Defaults to 0.25.

    ShelvedWallColoringMode coloringMode

    Per-region coloring scheme for the wall body and the shelf surfaces. Defaults to WallAndShelves.

    Returns
    Type Description
    ScyllaShelvedWallShape

    The ScyllaShelvedWallShape component on the newly spawned UnityEngine.GameObject.

    CreateSign(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, int, float, float, float, SignColoringMode)

    Spawns a ScyllaSignShape - a thin rectangular sign panel mounted at the top of a vertical cylindrical post. The post base sits at y = 0; the sign panel is centered horizontally above it. The bounding box of the entire shape is symmetric around the world origin.

    Declaration
    public static ScyllaSignShape CreateSign(Transform parent = null, string name = "Sign", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float postHeight = 1.5, float postRadius = 0.04, int postSegments = 12, float panelWidth = 0.8, float panelHeight = 0.5, float panelThickness = 0.04, SignColoringMode coloringMode = SignColoringMode.PostAndPanel)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Sign".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float postHeight

    Height of the vertical cylindrical post from base to top, in world units. Defaults to 1.5.

    float postRadius

    Radius of the cylindrical post, in world units. Defaults to 0.04.

    int postSegments

    Number of edge loops around the post circumference. Defaults to 12.

    float panelWidth

    Width of the sign panel along the X axis, in world units. Defaults to 0.8.

    float panelHeight

    Height of the sign panel along the Y axis, in world units. Defaults to 0.5.

    float panelThickness

    Depth of the sign panel along the Z axis (front-to-back thickness), in world units. Defaults to 0.04.

    SignColoringMode coloringMode

    Per-region coloring scheme for the post and the panel. Defaults to PostAndPanel.

    Returns
    Type Description
    ScyllaSignShape

    The ScyllaSignShape component on the newly spawned UnityEngine.GameObject.

    CreateSkirtedWall(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, float, SkirtedWallColoringMode)

    Spawns a ScyllaSkirtedWallShape - a wall with a forward-projecting baseboard or plinth skirt at the bottom. The skirt occupies the bottommost skirtHeight units of the wall height and extends forward by skirtExtension beyond the front face of the wall body. This is the vertical mirror of ScyllaCappedWallShape.

    Declaration
    public static ScyllaSkirtedWallShape CreateSkirtedWall(Transform parent = null, string name = "SkirtedWall", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float length = 4, float height = 3, float thickness = 0.2, float skirtHeight = 0.3, float skirtExtension = 0.1, SkirtedWallColoringMode coloringMode = SkirtedWallColoringMode.WallAndSkirt)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "SkirtedWall".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float length

    Total length of the wall along the X axis, in world units. Defaults to 4.

    float height

    Total height of the wall (body plus skirt) along the Y axis, in world units. Defaults to 3.

    float thickness

    Depth of the wall body along the Z axis, in world units. Defaults to 0.2.

    float skirtHeight

    Height of the skirt section at the bottom of the wall, in world units. Must be less than height. Defaults to 0.3.

    float skirtExtension

    How far the skirt protrudes forward beyond the wall's front face, in world units. Defaults to 0.1.

    SkirtedWallColoringMode coloringMode

    Per-region coloring scheme for the wall body and the skirt. Defaults to WallAndSkirt.

    Returns
    Type Description
    ScyllaSkirtedWallShape

    The ScyllaSkirtedWallShape component on the newly spawned UnityEngine.GameObject.

    CreateSkyDome(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, int, int)

    Spawns a ScyllaSkyDomeShape - an inverted hemisphere with normals pointing inward and no bottom disc, intended to surround the camera for sky and background rendering. The default radius is intentionally large; set it large enough to enclose the entire play area so the horizon is never visible through the geometry.

    Declaration
    public static ScyllaSkyDomeShape CreateSkyDome(Transform parent = null, string name = "SkyDome", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 50, int segments = 32, int rings = 12)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "SkyDome".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Radius of the sky dome, in world units. Should be sized to comfortably enclose the entire play area. Defaults to 50.

    int segments

    Number of longitudinal edge loops around the equator. Defaults to 32.

    int rings

    Number of latitudinal ring subdivisions between the equator and the apex. Defaults to 12.

    Returns
    Type Description
    ScyllaSkyDomeShape

    The ScyllaSkyDomeShape component on the newly spawned UnityEngine.GameObject.

    CreateSphere(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, int, int)

    Spawns a ScyllaSphereShape - a UV sphere built by sweeping rings around the Y axis. Vertices are denser near the poles than at the equator, which is the trade-off for predictable, uniform UV layout. For more even triangle distribution use CreateIcoSphere(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, int) instead.

    Declaration
    public static ScyllaSphereShape CreateSphere(Transform parent = null, string name = "Sphere", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 0.5, int segments = 24, int rings = 16)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Sphere".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Radius of the sphere, in world units. Must be positive. Defaults to 0.5.

    int segments

    Number of longitudinal (vertical) edge loops around the equator. Higher values increase smoothness. Defaults to 24.

    int rings

    Number of latitudinal (horizontal) rings from pole to pole, not counting the poles themselves. Defaults to 16.

    Returns
    Type Description
    ScyllaSphereShape

    The ScyllaSphereShape component on the newly spawned UnityEngine.GameObject.

    CreateSpiralStairs(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, int, float, float, float, bool, StairsColoringMode)

    Spawns a ScyllaSpiralStairsShape - a helical staircase of wedge-shaped treads that wind continuously around a central column aligned to the Y axis. The staircase is centered vertically on the origin. Use stepsPer360 to control the tightness of the helix, and counterClockwise to reverse the winding direction.

    Declaration
    public static ScyllaSpiralStairsShape CreateSpiralStairs(Transform parent = null, string name = "SpiralStairs", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float innerRadius = 0.3, int stepCount = 12, float stepHeight = 0.22, float stepWidth = 1, float stepsPer360 = 12, bool counterClockwise = false, StairsColoringMode coloringMode = StairsColoringMode.TreadsAndStructure)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "SpiralStairs".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float innerRadius

    Radius of the central column bore; treads start at this radius. In world units. Defaults to 0.3.

    int stepCount

    Total number of steps. Must be at least 1. Defaults to 12.

    float stepHeight

    Vertical rise between consecutive treads, in world units. Defaults to 0.22.

    float stepWidth

    Radial depth of each tread from the inner bore to the outer edge, in world units. Defaults to 1.

    float stepsPer360

    Number of steps required to complete one full 360-degree revolution. Controls the tightness of the helix. Defaults to 12.

    bool counterClockwise

    When true, the helix winds counterclockwise (left-handed) when viewed from above. Defaults to false (clockwise).

    StairsColoringMode coloringMode

    Per-region coloring scheme for the treads and structural elements. Defaults to TreadsAndStructure.

    Returns
    Type Description
    ScyllaSpiralStairsShape

    The ScyllaSpiralStairsShape component on the newly spawned UnityEngine.GameObject.

    CreateTorus(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, int, int)

    Spawns a ScyllaTorusShape - a donut swept around the Y axis. majorRadius sets the distance from the Y axis to the center of the tube, and minorRadius sets the tube's circular cross-section radius. The torus lies flat in the XZ plane and is centered on the origin.

    Declaration
    public static ScyllaTorusShape CreateTorus(Transform parent = null, string name = "Torus", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float majorRadius = 1, float minorRadius = 0.3, int ringSegments = 32, int tubeSegments = 16)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Torus".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float majorRadius

    Distance from the Y axis to the center of the tube, in world units. Must be greater than minorRadius. Defaults to 1.

    float minorRadius

    Radius of the tube's circular cross-section, in world units. Must be positive and less than majorRadius. Defaults to 0.3.

    int ringSegments

    Number of segments around the major (sweeping) ring. Higher values increase smoothness of the donut silhouette. Defaults to 32.

    int tubeSegments

    Number of segments around each tube cross-section. Defaults to 16.

    Returns
    Type Description
    ScyllaTorusShape

    The ScyllaTorusShape component on the newly spawned UnityEngine.GameObject.

    CreateTriangularPrism(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float)

    Spawns a ScyllaTriangularPrismShape - a prism with an equilateral triangle cross-section extruded along the Y axis, with flat triangular caps at both ends. The shape is centered on the origin.

    Declaration
    public static ScyllaTriangularPrismShape CreateTriangularPrism(Transform parent = null, string name = "TriangularPrism", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float radius = 0.5, float height = 1)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "TriangularPrism".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float radius

    Circumscribed radius of the equilateral triangle cross-section, in world units. Must be positive. Defaults to 0.5.

    float height

    Height of the prism along the Y axis, in world units. Must be positive. Defaults to 1.

    Returns
    Type Description
    ScyllaTriangularPrismShape

    The ScyllaTriangularPrismShape component on the newly spawned UnityEngine.GameObject.

    CreateWall(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, int)

    Spawns a ScyllaWallShape - a thin box oriented as a wall: length along the X axis, height along Y, thickness along Z. Optional edge beveling is controlled by bevelRadius; when it is 0 the topology is identical to a flat ScyllaBoxShape; otherwise the edges and corners are smoothed as in ScyllaRoundedBoxShape, using semantically named wall axes.

    Declaration
    public static ScyllaWallShape CreateWall(Transform parent = null, string name = "Wall", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float length = 2, float height = 3, float thickness = 0.2, float bevelRadius = 0, int bevelSegments = 3)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "Wall".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float length

    Extent of the wall along the X axis, in world units. Must be positive. Defaults to 2.

    float height

    Extent of the wall along the Y axis, in world units. Must be positive. Defaults to 3.

    float thickness

    Extent of the wall along the Z axis, in world units. Must be positive. Defaults to 0.2.

    float bevelRadius

    Radius of the rounded edge chamfer, in world units. Pass 0 for hard right-angle edges. Clamped to half the smallest dimension at build time. Defaults to 0.

    int bevelSegments

    Number of triangular subdivisions used to approximate each beveled edge. Ignored when bevelRadius is 0. Defaults to 3.

    Returns
    Type Description
    ScyllaWallShape

    The ScyllaWallShape component on the newly spawned UnityEngine.GameObject.

    CreateWallWithDoor(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, float, float)

    Spawns a ScyllaWallWithDoorShape - a wall with a rectangular doorway cutout that extends from the floor to doorHeight. The opening reaches the bottom face so it can be walked through without a step. All cutout dimensions are clamped to the wall extents at build time.

    Declaration
    public static ScyllaWallWithDoorShape CreateWallWithDoor(Transform parent = null, string name = "WallWithDoor", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float wallLength = 4, float wallHeight = 3, float wallThickness = 0.2, float doorWidth = 1, float doorHeight = 2, float doorOffsetX = 0)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "WallWithDoor".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float wallLength

    Total length of the wall along the X axis, in world units. Must be positive. Defaults to 4.

    float wallHeight

    Total height of the wall along the Y axis, in world units. Must be positive. Defaults to 3.

    float wallThickness

    Thickness of the wall along the Z axis, in world units. Must be positive. Defaults to 0.2.

    float doorWidth

    Width of the doorway opening along the X axis, in world units. Clamped so at least a thin column remains on each side. Defaults to 1.

    float doorHeight

    Height of the doorway opening from the floor, in world units. Clamped to less than wallHeight. Defaults to 2.

    float doorOffsetX

    Horizontal offset of the door centerline from the wall center, in world units. Clamped so the door fits within the wall. Defaults to 0 (centered).

    Returns
    Type Description
    ScyllaWallWithDoorShape

    The ScyllaWallWithDoorShape component on the newly spawned UnityEngine.GameObject.

    CreateWallWithWindow(Transform, string, Vector3?, Quaternion?, Vector3?, Color?, Material, ColliderMode, float, float, float, float, float, float, float)

    Spawns a ScyllaWallWithWindowShape - a wall with a rectangular window cutout fully bounded on all four sides (does not reach the floor or ceiling). A sill below the opening and a lintel above it are guaranteed to be at least MIN_FRAME_THICKNESS tall by build-time clamping.

    Declaration
    public static ScyllaWallWithWindowShape CreateWallWithWindow(Transform parent = null, string name = "WallWithWindow", Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, Color? tint = null, Material material = null, ColliderMode colliderMode = ColliderMode.None, float wallLength = 4, float wallHeight = 3, float wallThickness = 0.2, float windowWidth = 1.2, float windowHeight = 1, float windowSillHeight = 1, float windowOffsetX = 0)
    Parameters
    Type Name Description
    Transform parent

    Optional parent transform. Pass null to leave the object at the scene root.

    string name

    Name of the spawned UnityEngine.GameObject. Defaults to "WallWithWindow".

    Vector3? position

    World-space position. Defaults to UnityEngine.Vector3.zero when null.

    Quaternion? rotation

    World-space rotation. Defaults to UnityEngine.Quaternion.identity when null.

    Vector3? scale

    Local scale applied to the transform. Defaults to UnityEngine.Vector3.one when null.

    Color? tint

    Optional per-renderer tint written via UnityEngine.MaterialPropertyBlock. Pass null to use the material's intrinsic color.

    Material material

    Optional custom material. Overrides the cached default when supplied.

    ColliderMode colliderMode

    Collider variant to attach after the mesh is built. Defaults to None.

    float wallLength

    Total length of the wall along the X axis, in world units. Defaults to 4.

    float wallHeight

    Total height of the wall along the Y axis, in world units. Defaults to 3.

    float wallThickness

    Thickness of the wall along the Z axis, in world units. Defaults to 0.2.

    float windowWidth

    Width of the window opening, in world units. Clamped so side columns remain. Defaults to 1.2.

    float windowHeight

    Height of the window opening, in world units. Clamped so both a sill and a lintel remain at minimum thickness. Defaults to 1.

    float windowSillHeight

    Height of the bottom of the window opening above the floor, in world units. Sets the sill height. Clamped so the sill and lintel each meet the minimum frame thickness. Defaults to 1.

    float windowOffsetX

    Horizontal offset of the window centerline from the wall center, in world units. Clamped so the window fits within the wall. Defaults to 0 (centered).

    Returns
    Type Description
    ScyllaWallWithWindowShape

    The ScyllaWallWithWindowShape component on the newly spawned UnityEngine.GameObject.

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