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随机发牌

芋圆号航母 6 years ago
parent
commit
d04a722eda
100 changed files with 61669 additions and 57 deletions
  1. 7 7
      .vs/FarplaneSpire/xs/UserPrefs.xml
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  5. 1 1
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  6. 1 1
      Assets/Resources/Jsons/roles.json
  7. 2 2
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  8. 8 6
      Assets/Scripts/ViewManager/BattleGround/CardPanelManager.cs
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      Library/CrashedAssetImports.txt
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      Library/CurrentLayout.dwlt
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+ 7 - 7
.vs/FarplaneSpire/xs/UserPrefs.xml

@@ -1,17 +1,17 @@
 <Properties StartupConfiguration="{B77AB08B-7858-869F-D365-1534041FF9A5}|">
-  <MonoDevelop.Ide.ItemProperties.Assembly-CSharp PreferredExecutionTarget="Unity.Editor" />
-  <MonoDevelop.Ide.Workbench ActiveDocument="Assets/Scripts/Assist/AssistConfig.cs">
+  <MonoDevelop.Ide.Workbench ActiveDocument="Assets/Scripts/Role/RoleManager.cs">
     <Files>
-      <File FileName="Assets/Scripts/Card/AckCard.cs" Line="59" Column="41" />
-      <File FileName="Assets/Scripts/Card/DefCard.cs" Line="64" Column="1" />
-      <File FileName="Assets/Scripts/ViewManager/BattleGround/CardPanelManager.cs" Line="163" Column="18" />
-      <File FileName="Assets/Scripts/Assist/AssistConfig.cs" Line="23" Column="58" />
+      <File FileName="Assets/Scripts/ViewManager/BattleGround/CardPanelManager.cs" Line="84" Column="81" />
+      <File FileName="Assets/Scripts/Battle/BattleField.cs" Line="232" Column="67" />
+      <File FileName="Assets/Resources/Jsons/roles.json" Line="9" Column="11" />
+      <File FileName="Assets/Scripts/Role/RoleManager.cs" Line="1" Column="1" />
     </Files>
   </MonoDevelop.Ide.Workbench>
+  <MonoDevelop.Ide.DebuggingService.PinnedWatches />
   <MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" />
+  <MonoDevelop.Ide.ItemProperties.Assembly-CSharp PreferredExecutionTarget="Unity.Editor" />
   <MonoDevelop.Ide.DebuggingService.Breakpoints>
     <BreakpointStore />
   </MonoDevelop.Ide.DebuggingService.Breakpoints>
-  <MonoDevelop.Ide.DebuggingService.PinnedWatches />
   <MultiItemStartupConfigurations />
 </Properties>

BIN
.vs/FarplaneSpire/xs/sqlite3/storage.ide


BIN
.vs/FarplaneSpire/xs/sqlite3/storage.ide-shm


BIN
.vs/FarplaneSpire/xs/sqlite3/storage.ide-wal


+ 1 - 1
Assets/Resources/Jsons/cards.json

@@ -25,7 +25,7 @@
 	"0002002" : {
 		"type" : 2,
 		"cost" : 1,
-		"value" : 1,
+		"value" : 10,
 		"tenacity" : 3, 
 		"describe" : "闪避"
 	},

+ 1 - 1
Assets/Resources/Jsons/roles.json

@@ -7,7 +7,7 @@
     "camp": 1,
     "desc": "一个老套的角色,拥有扎实的基本功,掌握了一些比较实用的锻造工艺和很多常用的蓝图,牌库构筑的自由度较高,但也更需要运气。",
     "cards": [
-      "0001001",
+      "0002002",
       "0001001",
       "0001001",
       "0001002",

+ 2 - 2
Assets/Resources/Prefabs/CardSub.prefab

@@ -143,7 +143,7 @@ MonoBehaviour:
       Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
   m_FontData:
     m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
-    m_FontSize: 7
+    m_FontSize: 12
     m_FontStyle: 0
     m_BestFit: 0
     m_MinSize: 0
@@ -318,7 +318,7 @@ RectTransform:
   m_AnchorMin: {x: 0.5, y: 0}
   m_AnchorMax: {x: 0.5, y: 0}
   m_AnchoredPosition: {x: 35, y: 104}
-  m_SizeDelta: {x: 113.5, y: 154.5}
+  m_SizeDelta: {x: 113.1, y: 154.5}
   m_Pivot: {x: 0.5, y: 0}
 --- !u!224 &224379702070851096
 RectTransform:

+ 8 - 6
Assets/Scripts/ViewManager/BattleGround/CardPanelManager.cs

@@ -81,8 +81,9 @@ public class CardPanelManager : MonoBehaviour {
     public void AddPlayerCard() {
         // 保证卡池中有牌
         if (BattleFieldManager.Instance.ArmyTakePool.Count > 0) {
+            int index = Random.Range(0, BattleFieldManager.Instance.ArmyTakePool.Count);
             // 从卡池中取出一张牌放入手牌中
-            Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyTakePool[0];
+            Transform cardTrs = (Transform)BattleFieldManager.Instance.ArmyTakePool[index];
             // 加入手牌
             BattleFieldManager.Instance.ArmyHandCards.Add(cardTrs);
             // 从卡池中移除
@@ -132,18 +133,19 @@ public class CardPanelManager : MonoBehaviour {
     */
     private void AddEnemyCard() {
         // 获取位置
-        int index = BattleFieldManager.Instance.EnemyHandCards.Count;
+        int size = BattleFieldManager.Instance.EnemyHandCards.Count;
         // 从卡池中获取卡片
-        if (BattleFieldManager.Instance.EnemyTakePool.Count > 0) {
+        if (BattleFieldManager.Instance.EnemyTakePool.Count > 0) {
+            int index = Random.Range(0, BattleFieldManager.Instance.EnemyTakePool.Count);
             // 从卡池取出手牌
-            Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyTakePool[0];
+            Transform cardTrs = (Transform)BattleFieldManager.Instance.EnemyTakePool[index];
             // 加入手牌
             BattleFieldManager.Instance.EnemyHandCards.Add(cardTrs);
             // 从卡池中移除
             BattleFieldManager.Instance.EnemyTakePool.Remove(cardTrs);
             cardTrs.SetParent(cardPanel);
             cardTrs.localScale = new Vector3(AssistConfig.CardScale, AssistConfig.CardScale, 1);
-            cardTrs.localPosition = new Vector3(Screen.width / 2, Screen.height / 2 + index * 30, 0);
+            cardTrs.localPosition = new Vector3(Screen.width / 2, Screen.height / 2 + size * 30, 0);
 
             Card enemyCard = (Card)cardTrs.GetComponent<Card>();
             enemyCard.SetFront(false);
@@ -175,7 +177,7 @@ public class CardPanelManager : MonoBehaviour {
             
             Transform cardTransform = (Transform)BattleFieldManager.Instance.ArmyHandCards[i];
             // 设置位置
-            cardTransform.localPosition = new Vector3(loc * space, 30, 0);
+            cardTransform.localPosition = new Vector3(loc * space, 30, -3);
             CardAction action = cardTransform.GetComponent<CardAction>();
             action.StartPos = cardTransform.position;
             // 设置角度

+ 0 - 0
Library/CrashedAssetImports.txt


+ 39 - 39
Library/CurrentLayout.dwlt

@@ -20,7 +20,7 @@ MonoBehaviour:
   m_ShowMode: 4
   m_Title: 
   m_RootView: {fileID: 2}
-  m_MinSize: {x: 950, y: 300}
+  m_MinSize: {x: 950, y: 521}
   m_MaxSize: {x: 10000, y: 10000}
 --- !u!114 &2
 MonoBehaviour:
@@ -87,8 +87,8 @@ MonoBehaviour:
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     width: 1279
     height: 663
-  m_MinSize: {x: 538, y: 492}
-  m_MaxSize: {x: 18008, y: 14042}
+  m_MinSize: {x: 713, y: 471}
+  m_MaxSize: {x: 18008, y: 14021}
   vertical: 0
   controlID: 96
 --- !u!114 &5
@@ -157,8 +157,8 @@ MonoBehaviour:
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     width: 234
     height: 663
-  m_MinSize: {x: 234, y: 492}
-  m_MaxSize: {x: 10004, y: 14042}
+  m_MinSize: {x: 234, y: 471}
+  m_MaxSize: {x: 10004, y: 14021}
   vertical: 1
   controlID: 74
 --- !u!114 &8
@@ -179,15 +179,15 @@ MonoBehaviour:
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     width: 277
     height: 663
-  m_MinSize: {x: 102, y: 121}
+  m_MinSize: {x: 277, y: 71}
   m_MaxSize: {x: 4002, y: 4021}
-  m_ActualView: {fileID: 11}
+  m_ActualView: {fileID: 13}
   m_Panes:
   - {fileID: 13}
   - {fileID: 12}
   - {fileID: 11}
-  m_Selected: 2
-  m_LastSelected: 0
+  m_Selected: 0
+  m_LastSelected: 2
 --- !u!114 &9
 MonoBehaviour:
   m_ObjectHideFlags: 52
@@ -206,8 +206,8 @@ MonoBehaviour:
     y: 0
     width: 234
     height: 281
-  m_MinSize: {x: 204, y: 221}
-  m_MaxSize: {x: 4004, y: 4021}
+  m_MinSize: {x: 200, y: 200}
+  m_MaxSize: {x: 4000, y: 4000}
   m_ActualView: {fileID: 17}
   m_Panes:
   - {fileID: 17}
@@ -282,9 +282,9 @@ MonoBehaviour:
     m_Tooltip: 
   m_Pos:
     serializedVersion: 2
-    x: 1007
+    x: 1005
     y: 94
-    width: 273
+    width: 275
     height: 642
   m_PersistentViewDataDictionary: {fileID: 0}
   m_InitialOpenURL: https://public-cdn.cloud.unity3d.com/editor/production/cloud/hub
@@ -364,7 +364,7 @@ MonoBehaviour:
     m_ShowAllHits: 0
     m_SearchArea: 1
     m_Folders:
-    - Assets/Prefabs
+    - Assets/Resources/Jsons
   m_ViewMode: 0
   m_StartGridSize: 64
   m_LastFolders: []
@@ -376,7 +376,7 @@ MonoBehaviour:
     scrollPos: {x: 0, y: 0}
     m_SelectedIDs: 32260000
     m_LastClickedID: 9778
-    m_ExpandedIDs: 000000005c0900008e09000098090000340a0000820a0000d40a0000220c0000380c0000f60c00001a0d0000a22f0000a42f0000a62f0000a82f0000
+    m_ExpandedIDs: 00000000222a0000502a00005a2a0000f62a0000402b0000922b0000e02c0000f62c0000ac2d0000d02d0000be2f0000c02f0000c22f0000c42f0000
     m_RenameOverlay:
       m_UserAcceptedRename: 0
       m_Name: 
@@ -401,10 +401,10 @@ MonoBehaviour:
       m_Icon: {fileID: 0}
       m_ResourceFile: 
   m_AssetTreeState:
-    scrollPos: {x: 0, y: 269}
+    scrollPos: {x: 0, y: 0}
     m_SelectedIDs: 
     m_LastClickedID: 0
-    m_ExpandedIDs: ffffffff000000005c0900008e09000098090000340a0000820a0000d40a0000220c0000380c0000f60c00001a0d0000a22f0000a42f0000a62f0000a82f0000
+    m_ExpandedIDs: d26cf9ff8221fdffffffffff00000000222a0000502a00005a2a0000402b0000922b0000e02c0000f62c0000682d00009c2d0000d02d0000d42d0000be2f0000c02f0000c22f0000c42f0000
     m_RenameOverlay:
       m_UserAcceptedRename: 0
       m_Name: 
@@ -494,10 +494,10 @@ MonoBehaviour:
     m_VRangeLocked: 0
     hZoomLockedByDefault: 0
     vZoomLockedByDefault: 0
-    m_HBaseRangeMin: -383
-    m_HBaseRangeMax: 383
-    m_VBaseRangeMin: -215.5
-    m_VBaseRangeMax: 215.5
+    m_HBaseRangeMin: -191.5
+    m_HBaseRangeMax: 191.5
+    m_VBaseRangeMin: -107.75
+    m_VBaseRangeMax: 107.75
     m_HAllowExceedBaseRangeMin: 1
     m_HAllowExceedBaseRangeMax: 1
     m_VAllowExceedBaseRangeMin: 1
@@ -506,7 +506,7 @@ MonoBehaviour:
     m_HSlider: 0
     m_VSlider: 0
     m_IgnoreScrollWheelUntilClicked: 0
-    m_EnableMouseInput: 1
+    m_EnableMouseInput: 0
     m_EnableSliderZoomHorizontal: 0
     m_EnableSliderZoomVertical: 0
     m_UniformScale: 1
@@ -517,7 +517,7 @@ MonoBehaviour:
       y: 17
       width: 766
       height: 625
-    m_Scale: {x: 1, y: 1}
+    m_Scale: {x: 2, y: 2}
     m_Translation: {x: 383, y: 312.5}
     m_MarginLeft: 0
     m_MarginRight: 0
@@ -525,15 +525,15 @@ MonoBehaviour:
     m_MarginBottom: 0
     m_LastShownAreaInsideMargins:
       serializedVersion: 2
-      x: -383
-      y: -312.5
-      width: 766
-      height: 625
+      x: -191.5
+      y: -156.25
+      width: 383
+      height: 312.5
     m_MinimalGUI: 1
-  m_defaultScale: 1
+  m_defaultScale: 2
   m_TargetTexture: {fileID: 0}
   m_CurrentColorSpace: 0
-  m_LastWindowPixelSize: {x: 766, y: 642}
+  m_LastWindowPixelSize: {x: 1532, y: 1284}
   m_ClearInEditMode: 1
   m_NoCameraWarning: 1
   m_LowResolutionForAspectRatios: 01000000000100000100
@@ -564,14 +564,14 @@ MonoBehaviour:
     height: 642
   m_PersistentViewDataDictionary: {fileID: 0}
   m_SceneLighting: 1
-  lastFramingTime: 199633.08477592468
+  lastFramingTime: 75518.94075596333
   m_2DMode: 1
   m_isRotationLocked: 0
   m_AudioPlay: 0
   m_Position:
-    m_Target: {x: 357.98053, y: 223.90881, z: 10.217897}
+    m_Target: {x: 286.71448, y: 188.70709, z: 2.714842}
     speed: 2
-    m_Value: {x: 357.98053, y: 223.90881, z: 10.217897}
+    m_Value: {x: 286.71448, y: 188.70709, z: 2.714842}
   m_RenderMode: 0
   m_CameraMode:
     drawMode: 0
@@ -603,15 +603,15 @@ MonoBehaviour:
     speed: 2
     m_Value: {x: 0, y: 0, z: 0, w: 1}
   m_Size:
-    m_Target: 560.286
+    m_Target: 2.696991
     speed: 2
-    m_Value: 560.286
+    m_Value: 2.696991
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     speed: 2
     m_Value: 1
   m_ShowGlobalGrid: 1
-  m_LastSceneViewRotation: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226}
+  m_LastSceneViewRotation: {x: 0.08717229, y: -0.89959055, z: 0.21045254, w: 0.3726226}
   m_LastSceneViewOrtho: 0
   m_ReplacementShader: {fileID: 0}
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@@ -643,10 +643,10 @@ MonoBehaviour:
     height: 260
   m_PersistentViewDataDictionary: {fileID: 0}
   m_TreeViewState:
-    scrollPos: {x: 0, y: 0}
-    m_SelectedIDs: 
-    m_LastClickedID: 0
-    m_ExpandedIDs: e4fbffff00000000
+    scrollPos: {x: 0, y: 141}
+    m_SelectedIDs: 242f0000
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+ 1 - 1
Library/EditorInstance.json

@@ -1,4 +1,4 @@
 {
-	"process_id" : 14554,
+	"process_id" : 37848,
 	"version" : "2018.2.15f1"
 }

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Library/EditorUserBuildSettings.asset


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Library/LastBuild.buildreport


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Library/PlayerDataCache/OSXUniversal/Data/Managed/Assembly-CSharp.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/LitJson.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/Mono.Security.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/System.Core.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/System.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/Unity.TextMeshPro.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.AIModule.dll


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+ 1715 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.AIModule.xml


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ARModule.dll


+ 59 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ARModule.xml

@@ -0,0 +1,59 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.ARModule</name>
+    </assembly>
+    <member name="T:UnityEngine.XR.ARBackgroundRenderer">
+      <summary>
+        <para>Class used to override a camera's default background rendering path to instead render a given Texture and/or Material. This will typically be used with images from the color camera for rendering the AR background on mobile devices.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.XR.ARBackgroundRenderer.backgroundMaterial">
+      <summary>
+        <para>The Material used for AR rendering.</para>
+      </summary>
+    </member>
+    <member name="?:UnityEngine.XR.ARBackgroundRenderer.backgroundRendererChanged(System.Action)">
+      <summary>
+        <para>Called when any of the public properties of this class have been changed.</para>
+      </summary>
+      <param name="value"></param>
+    </member>
+    <member name="P:UnityEngine.XR.ARBackgroundRenderer.backgroundTexture">
+      <summary>
+        <para>An optional Texture used for AR rendering. If this property is not set then the texture set in XR.ARBackgroundRenderer._backgroundMaterial as "_MainTex" is used.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.XR.ARBackgroundRenderer.camera">
+      <summary>
+        <para>An optional Camera whose background rendering will be overridden by this class. If this property is not set then the main Camera in the scene is used.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.XR.ARBackgroundRenderer.mode">
+      <summary>
+        <para>When set to XR.ARRenderMode.StandardBackground (default) the camera is not overridden to display the background image. Setting this property to XR.ARRenderMode.MaterialAsBackground will render the texture specified by XR.ARBackgroundRenderer._backgroundMaterial and or XR.ARBackgroundRenderer._backgroundTexture as the background.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.XR.ARBackgroundRenderer.DisableARBackgroundRendering">
+      <summary>
+        <para>Disables AR background rendering. This method is called internally but can be overridden by users who wish to subclass XR.ARBackgroundRenderer to customize handling of AR background rendering.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.XR.ARRenderMode">
+      <summary>
+        <para>Enumeration describing the AR rendering mode used with XR.ARBackgroundRenderer.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.XR.ARRenderMode.MaterialAsBackground">
+      <summary>
+        <para>The material associated with XR.ARBackgroundRenderer is being rendered as the background.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.XR.ARRenderMode.StandardBackground">
+      <summary>
+        <para>The standard background is rendered. (Skybox, Solid Color, etc.)</para>
+      </summary>
+    </member>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.AccessibilityModule.dll


+ 24 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.AccessibilityModule.xml

@@ -0,0 +1,24 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.AccessibilityModule</name>
+    </assembly>
+    <member name="T:UnityEngine.Accessibility.VisionUtility">
+      <summary>
+        <para>A class containing methods to assist with accessibility for users with different vision capabilities.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette(UnityEngine.Color[],System.Single,System.Single)">
+      <summary>
+        <para>Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia.</para>
+      </summary>
+      <param name="palette">An array of colors to populate with a palette.</param>
+      <param name="minimumLuminance">Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds.</param>
+      <param name="maximumLuminance">Maximum allowable perceived luminance from 0 to 1. A value of 0.8 or less is recommended for light backgrounds.</param>
+      <returns>
+        <para>The number of unambiguous colors in the palette.</para>
+      </returns>
+    </member>
+  </members>
+</doc>

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+ 4964 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.AnimationModule.xml


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.AssetBundleModule.dll


+ 317 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.AssetBundleModule.xml

@@ -0,0 +1,317 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.AssetBundleModule</name>
+    </assembly>
+    <member name="T:UnityEngine.AssetBundle">
+      <summary>
+        <para>AssetBundles let you stream additional assets via the UnityWebRequest class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.AssetBundle.isStreamedSceneAssetBundle">
+      <summary>
+        <para>Return true if the AssetBundle is a streamed scene AssetBundle.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.AssetBundle.mainAsset">
+      <summary>
+        <para>Main asset that was supplied when building the asset bundle (Read Only).</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.Contains(System.String)">
+      <summary>
+        <para>Check if an AssetBundle contains a specific object.</para>
+      </summary>
+      <param name="name"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.GetAllAssetNames">
+      <summary>
+        <para>Return all asset names in the AssetBundle.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.GetAllLoadedAssetBundles">
+      <summary>
+        <para>To use when you need to get a list of all the currently loaded Asset Bundles.</para>
+      </summary>
+      <returns>
+        <para>Returns IEnumerable&lt;AssetBundle&gt; of all currently loaded Asset Bundles.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.GetAllScenePaths">
+      <summary>
+        <para>Return all the scene asset paths (paths to *.unity assets) in the AssetBundle.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAllAssets(System.Type)">
+      <summary>
+        <para>Loads all assets contained in the asset bundle that inherit from type.</para>
+      </summary>
+      <param name="type"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAllAssets">
+      <summary>
+        <para>Loads all assets contained in the asset bundle.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAllAssets">
+      <summary>
+        <para>Loads all assets contained in the asset bundle that inherit from type T.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync">
+      <summary>
+        <para>Loads all assets contained in the asset bundle asynchronously.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync">
+      <summary>
+        <para>Loads all assets contained in the asset bundle that inherit from T asynchronously.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync(System.Type)">
+      <summary>
+        <para>Loads all assets contained in the asset bundle that inherit from type asynchronously.</para>
+      </summary>
+      <param name="type"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAsset(System.String)">
+      <summary>
+        <para>Loads asset with name from the bundle.</para>
+      </summary>
+      <param name="name"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAsset(System.String,System.Type)">
+      <summary>
+        <para>Loads asset with name of a given type from the bundle.</para>
+      </summary>
+      <param name="name"></param>
+      <param name="type"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAsset(System.String)">
+      <summary>
+        <para>Loads asset with name of type T from the bundle.</para>
+      </summary>
+      <param name="name"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String)">
+      <summary>
+        <para>Asynchronously loads asset with name from the bundle.</para>
+      </summary>
+      <param name="name"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String)">
+      <summary>
+        <para>Asynchronously loads asset with name of a given T from the bundle.</para>
+      </summary>
+      <param name="name"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String,System.Type)">
+      <summary>
+        <para>Asynchronously loads asset with name of a given type from the bundle.</para>
+      </summary>
+      <param name="name"></param>
+      <param name="type"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String)">
+      <summary>
+        <para>Loads asset and sub assets with name from the bundle.</para>
+      </summary>
+      <param name="name"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String,System.Type)">
+      <summary>
+        <para>Loads asset and sub assets with name of a given type from the bundle.</para>
+      </summary>
+      <param name="name"></param>
+      <param name="type"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String)">
+      <summary>
+        <para>Loads asset and sub assets with name of type T from the bundle.</para>
+      </summary>
+      <param name="name"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String)">
+      <summary>
+        <para>Loads asset with sub assets with name from the bundle asynchronously.</para>
+      </summary>
+      <param name="name"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String)">
+      <summary>
+        <para>Loads asset with sub assets with name of type T from the bundle asynchronously.</para>
+      </summary>
+      <param name="name"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String,System.Type)">
+      <summary>
+        <para>Loads asset with sub assets with name of a given type from the bundle asynchronously.</para>
+      </summary>
+      <param name="name"></param>
+      <param name="type"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadFromFile(System.String,System.UInt32,System.UInt64)">
+      <summary>
+        <para>Synchronously loads an AssetBundle from a file on disk.</para>
+      </summary>
+      <param name="path">Path of the file on disk.</param>
+      <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param>
+      <param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param>
+      <returns>
+        <para>Loaded AssetBundle object or null if failed.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadFromFile">
+      <summary>
+        <para>Synchronously loads an AssetBundle from a file on disk.</para>
+      </summary>
+      <param name="path">Path of the file on disk.</param>
+      <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param>
+      <param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param>
+      <returns>
+        <para>Loaded AssetBundle object or null if failed.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadFromFileAsync(System.String,System.UInt32,System.UInt64)">
+      <summary>
+        <para>Asynchronously loads an AssetBundle from a file on disk.</para>
+      </summary>
+      <param name="path">Path of the file on disk.</param>
+      <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param>
+      <param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param>
+      <returns>
+        <para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadFromMemory(System.Byte[],System.UInt32)">
+      <summary>
+        <para>Synchronously create an AssetBundle from a memory region.</para>
+      </summary>
+      <param name="binary">Array of bytes with the AssetBundle data.</param>
+      <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param>
+      <returns>
+        <para>Loaded AssetBundle object or null if failed.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadFromMemoryAsync(System.Byte[],System.UInt32)">
+      <summary>
+        <para>Asynchronously create an AssetBundle from a memory region.</para>
+      </summary>
+      <param name="binary">Array of bytes with the AssetBundle data.</param>
+      <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param>
+      <returns>
+        <para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadFromStream(System.IO.Stream,System.UInt32,System.UInt32)">
+      <summary>
+        <para>Synchronously loads an AssetBundle from a managed Stream.</para>
+      </summary>
+      <param name="stream">The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data.</param>
+      <param name="crc">An optional CRC-32 checksum of the uncompressed content.</param>
+      <param name="managedReadBufferSize">An optional overide for the size of the read buffer size used whilst loading data. The default size is 32KB.</param>
+      <returns>
+        <para>The loaded AssetBundle object or null when the object fails to load.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.LoadFromStreamAsync(System.IO.Stream,System.UInt32,System.UInt32)">
+      <summary>
+        <para>Asynchronously loads an AssetBundle from a managed Stream.</para>
+      </summary>
+      <param name="stream">The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data.</param>
+      <param name="crc">An optional CRC-32 checksum of the uncompressed content.</param>
+      <param name="managedReadBufferSize">An optional overide for the size of the read buffer size used whilst loading data. The default size is 32KB.</param>
+      <returns>
+        <para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.Unload(System.Boolean)">
+      <summary>
+        <para>Unloads all assets in the bundle.</para>
+      </summary>
+      <param name="unloadAllLoadedObjects"></param>
+    </member>
+    <member name="M:UnityEngine.AssetBundle.UnloadAllAssetBundles(System.Boolean)">
+      <summary>
+        <para>Unloads all currently loaded Asset Bundles.</para>
+      </summary>
+      <param name="unloadAllObjects">Determines whether the current instances of objects loaded from Asset Bundles will also be unloaded.</param>
+    </member>
+    <member name="T:UnityEngine.AssetBundleCreateRequest">
+      <summary>
+        <para>Asynchronous create request for an AssetBundle.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.AssetBundleCreateRequest.assetBundle">
+      <summary>
+        <para>Asset object being loaded (Read Only).</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.AssetBundleManifest">
+      <summary>
+        <para>Manifest for all the AssetBundles in the build.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.AssetBundleManifest.GetAllAssetBundles">
+      <summary>
+        <para>Get all the AssetBundles in the manifest.</para>
+      </summary>
+      <returns>
+        <para>An array of asset bundle names.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundleManifest.GetAllAssetBundlesWithVariant">
+      <summary>
+        <para>Get all the AssetBundles with variant in the manifest.</para>
+      </summary>
+      <returns>
+        <para>An array of asset bundle names.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundleManifest.GetAllDependencies(System.String)">
+      <summary>
+        <para>Get all the dependent AssetBundles for the given AssetBundle.</para>
+      </summary>
+      <param name="assetBundleName">Name of the asset bundle.</param>
+    </member>
+    <member name="M:UnityEngine.AssetBundleManifest.GetAssetBundleHash(System.String)">
+      <summary>
+        <para>Get the hash for the given AssetBundle.</para>
+      </summary>
+      <param name="assetBundleName">Name of the asset bundle.</param>
+      <returns>
+        <para>The 128-bit hash for the asset bundle.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.AssetBundleManifest.GetDirectDependencies(System.String)">
+      <summary>
+        <para>Get the direct dependent AssetBundles for the given AssetBundle.</para>
+      </summary>
+      <param name="assetBundleName">Name of the asset bundle.</param>
+      <returns>
+        <para>Array of asset bundle names this asset bundle depends on.</para>
+      </returns>
+    </member>
+    <member name="T:UnityEngine.AssetBundleRequest">
+      <summary>
+        <para>Asynchronous load request from an AssetBundle.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.AssetBundleRequest.allAssets">
+      <summary>
+        <para>Asset objects with sub assets being loaded. (Read Only)</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.AssetBundleRequest.asset">
+      <summary>
+        <para>Asset object being loaded (Read Only).</para>
+      </summary>
+    </member>
+    <member name="A:UnityEngine.AssetBundleModule">
+      <summary>
+        <para>The AssetBundle module implements the AssetBundle class and related APIs to load data from AssetBundles.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

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+ 1955 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.AudioModule.xml


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.BaselibModule.dll


+ 13 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.BaselibModule.xml

@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.BaselibModule</name>
+    </assembly>
+    <member name="A:UnityEngine.BaselibModule">
+      <summary>
+        <para>Baselib is a module used internally to provide low-level functionality needed by other modules.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ClothModule.dll


+ 230 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ClothModule.xml

@@ -0,0 +1,230 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.ClothModule</name>
+    </assembly>
+    <member name="T:UnityEngine.Cloth">
+      <summary>
+        <para>The Cloth class provides an interface to cloth simulation physics.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.bendingStiffness">
+      <summary>
+        <para>Bending stiffness of the cloth.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.capsuleColliders">
+      <summary>
+        <para>An array of CapsuleColliders which this Cloth instance should collide with.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.clothSolverFrequency">
+      <summary>
+        <para>Number of cloth solver iterations per second.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.coefficients">
+      <summary>
+        <para>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.collisionMassScale">
+      <summary>
+        <para>How much to increase mass of colliding particles.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.damping">
+      <summary>
+        <para>Damp cloth motion.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.enableContinuousCollision">
+      <summary>
+        <para>Enable continuous collision to improve collision stability.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.enabled">
+      <summary>
+        <para>Is this cloth enabled?</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.externalAcceleration">
+      <summary>
+        <para>A constant, external acceleration applied to the cloth.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.friction">
+      <summary>
+        <para>The friction of the cloth when colliding with the character.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.normals">
+      <summary>
+        <para>The current normals of the cloth object.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.randomAcceleration">
+      <summary>
+        <para>A random, external acceleration applied to the cloth.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.selfCollisionDistance">
+      <summary>
+        <para>Minimum distance at which two cloth particles repel each other (default: 0.0).</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.selfCollisionStiffness">
+      <summary>
+        <para>Self-collision stiffness defines how strong the separating impulse should be for colliding particles.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.sleepThreshold">
+      <summary>
+        <para>Cloth's sleep threshold.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.sphereColliders">
+      <summary>
+        <para>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.stiffnessFrequency">
+      <summary>
+        <para>Sets the stiffness frequency parameter.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.stretchingStiffness">
+      <summary>
+        <para>Stretching stiffness of the cloth.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.useGravity">
+      <summary>
+        <para>Should gravity affect the cloth simulation?</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.useTethers">
+      <summary>
+        <para>Use Tether Anchors.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.useVirtualParticles">
+      <summary>
+        <para>Add one virtual particle per triangle to improve collision stability.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.vertices">
+      <summary>
+        <para>The current vertex positions of the cloth object.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.worldAccelerationScale">
+      <summary>
+        <para>How much world-space acceleration of the character will affect cloth vertices.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Cloth.worldVelocityScale">
+      <summary>
+        <para>How much world-space movement of the character will affect cloth vertices.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Cloth.ClearTransformMotion">
+      <summary>
+        <para>Clear the pending transform changes from affecting the cloth simulation.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Cloth.GetSelfAndInterCollisionIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
+      <summary>
+        <para>Get list of particles to be used for self and inter collision.</para>
+      </summary>
+      <param name="indices">List to be populated with cloth particle indices that are used for self and/or inter collision.</param>
+    </member>
+    <member name="M:UnityEngine.Cloth.GetVirtualParticleIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
+      <summary>
+        <para>Get list of indices to be used when generating virtual particles.</para>
+      </summary>
+      <param name="indices">List to be populated with virtual particle indices.</param>
+    </member>
+    <member name="M:UnityEngine.Cloth.GetVirtualParticleWeights(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
+      <summary>
+        <para>Get weights to be used when generating virtual particles for cloth.</para>
+      </summary>
+      <param name="weights">List to populate with virtual particle weights.</param>
+    </member>
+    <member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)">
+      <summary>
+        <para>Fade the cloth simulation in or out.</para>
+      </summary>
+      <param name="enabled">Fading enabled or not.</param>
+      <param name="interpolationTime"></param>
+    </member>
+    <member name="M:UnityEngine.Cloth.SetSelfAndInterCollisionIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
+      <summary>
+        <para>This allows you to set the cloth indices used for self and inter collision.</para>
+      </summary>
+      <param name="indices">List of cloth particles indices to use for cloth self and/or inter collision.</param>
+    </member>
+    <member name="M:UnityEngine.Cloth.SetVirtualParticleIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
+      <summary>
+        <para>Set indices to use when generating virtual particles.</para>
+      </summary>
+      <param name="indices">List of cloth particle indices to use when generating virtual particles.</param>
+    </member>
+    <member name="M:UnityEngine.Cloth.SetVirtualParticleWeights(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
+      <summary>
+        <para>Sets weights to be used when generating virtual particles for cloth.</para>
+      </summary>
+      <param name="weights">List of weights to be used when setting virutal particles for cloth.</param>
+    </member>
+    <member name="T:UnityEngine.ClothSkinningCoefficient">
+      <summary>
+        <para>The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance">
+      <summary>
+        <para>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance">
+      <summary>
+        <para>Distance a vertex is allowed to travel from the skinned mesh vertex position.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ClothSphereColliderPair">
+      <summary>
+        <para>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ClothSphereColliderPair.first">
+      <summary>
+        <para>The first SphereCollider of a ClothSphereColliderPair.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ClothSphereColliderPair.second">
+      <summary>
+        <para>The second SphereCollider of a ClothSphereColliderPair.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider)">
+      <summary>
+        <para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
+      </summary>
+      <param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
+      <param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
+    </member>
+    <member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider,UnityEngine.SphereCollider)">
+      <summary>
+        <para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
+      </summary>
+      <param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
+      <param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
+    </member>
+    <member name="A:UnityEngine.ClothModule">
+      <summary>
+        <para>The Cloth module implements cloth physics simulation through the Cloth component.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.CloudWebServicesModule.dll


+ 8 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.CloudWebServicesModule.xml

@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.CloudWebServicesModule</name>
+    </assembly>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ClusterInputModule.dll


+ 119 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ClusterInputModule.xml

@@ -0,0 +1,119 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.ClusterInputModule</name>
+    </assembly>
+    <member name="T:UnityEngine.ClusterInput">
+      <summary>
+        <para>Interface for reading and writing inputs in a Unity Cluster.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.AddInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)">
+      <summary>
+        <para>Add a new VRPN input entry.</para>
+      </summary>
+      <param name="name">Name of the input entry. This has to be unique.</param>
+      <param name="deviceName">Device name registered to VRPN server.</param>
+      <param name="serverUrl">URL to the vrpn server.</param>
+      <param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param>
+      <param name="type">Type of the input.</param>
+      <returns>
+        <para>True if the operation succeed.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.CheckConnectionToServer(System.String)">
+      <summary>
+        <para>Check the connection status of the device to the VRPN server it connected to.</para>
+      </summary>
+      <param name="name">Name of the input entry.</param>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.EditInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)">
+      <summary>
+        <para>Edit an input entry which added via ClusterInput.AddInput.</para>
+      </summary>
+      <param name="name">Name of the input entry. This has to be unique.</param>
+      <param name="deviceName">Device name registered to VRPN server.</param>
+      <param name="serverUrl">URL to the vrpn server.</param>
+      <param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param>
+      <param name="type">Type of the ClusterInputType as follow.</param>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.GetAxis(System.String)">
+      <summary>
+        <para>Returns the axis value as a continous float.</para>
+      </summary>
+      <param name="name">Name of input to poll.c.</param>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.GetButton(System.String)">
+      <summary>
+        <para>Returns the binary value of a button.</para>
+      </summary>
+      <param name="name">Name of input to poll.</param>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.GetTrackerPosition(System.String)">
+      <summary>
+        <para>Return the position of a tracker as a Vector3.</para>
+      </summary>
+      <param name="name">Name of input to poll.</param>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.GetTrackerRotation(System.String)">
+      <summary>
+        <para>Returns the rotation of a tracker as a Quaternion.</para>
+      </summary>
+      <param name="name">Name of input to poll.</param>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.SetAxis(System.String,System.Single)">
+      <summary>
+        <para>Sets the axis value for this input. Only works for input typed Custom.</para>
+      </summary>
+      <param name="name">Name of input to modify.</param>
+      <param name="value">Value to set.</param>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.SetButton(System.String,System.Boolean)">
+      <summary>
+        <para>Sets the button value for this input. Only works for input typed Custom.</para>
+      </summary>
+      <param name="name">Name of input to modify.</param>
+      <param name="value">Value to set.</param>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.SetTrackerPosition(System.String,UnityEngine.Vector3)">
+      <summary>
+        <para>Sets the tracker position for this input. Only works for input typed Custom.</para>
+      </summary>
+      <param name="name">Name of input to modify.</param>
+      <param name="value">Value to set.</param>
+    </member>
+    <member name="M:UnityEngine.ClusterInput.SetTrackerRotation(System.String,UnityEngine.Quaternion)">
+      <summary>
+        <para>Sets the tracker rotation for this input. Only works for input typed Custom.</para>
+      </summary>
+      <param name="name">Name of input to modify.</param>
+      <param name="value">Value to set.</param>
+    </member>
+    <member name="T:UnityEngine.ClusterInputType">
+      <summary>
+        <para>Values to determine the type of input value to be expect from one entry of ClusterInput.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ClusterInputType.Axis">
+      <summary>
+        <para>Device is an analog axis that provides continuous value represented by a float.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ClusterInputType.Button">
+      <summary>
+        <para>Device that return a binary result of pressed or not pressed.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ClusterInputType.CustomProvidedInput">
+      <summary>
+        <para>A user customized input.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ClusterInputType.Tracker">
+      <summary>
+        <para>Device that provide position and orientation values.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ClusterRendererModule.dll


+ 28 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ClusterRendererModule.xml

@@ -0,0 +1,28 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.ClusterRendererModule</name>
+    </assembly>
+    <member name="T:UnityEngine.ClusterNetwork">
+      <summary>
+        <para>A helper class that contains static method to inquire status of Unity Cluster.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ClusterNetwork.isDisconnected">
+      <summary>
+        <para>Check whether the current instance is disconnected from the cluster network.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ClusterNetwork.isMasterOfCluster">
+      <summary>
+        <para>Check whether the current instance is a master node in the cluster network.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ClusterNetwork.nodeIndex">
+      <summary>
+        <para>To acquire or set the node index of the current machine from the cluster network.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.CoreModule.dll


File diff suppressed because it is too large
+ 35704 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.CoreModule.xml


BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.CrashReportingModule.dll


+ 18 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.CrashReportingModule.xml

@@ -0,0 +1,18 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.CrashReportingModule</name>
+    </assembly>
+    <member name="T:UnityEngine.CrashReportHandler.CrashReportHandler">
+      <summary>
+        <para>Engine API for CrashReporting Service.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.CrashReportHandler.CrashReportHandler.enableCaptureExceptions">
+      <summary>
+        <para>This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.DirectorModule.dll


+ 185 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.DirectorModule.xml

@@ -0,0 +1,185 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.DirectorModule</name>
+    </assembly>
+    <member name="T:UnityEngine.Playables.DirectorWrapMode">
+      <summary>
+        <para>Wrap mode for Playables.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Playables.DirectorWrapMode.Hold">
+      <summary>
+        <para>Hold the last frame when the playable time reaches it's duration.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Playables.DirectorWrapMode.Loop">
+      <summary>
+        <para>Loop back to zero time and continue playing.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Playables.DirectorWrapMode.None">
+      <summary>
+        <para>Do not keep playing when the time reaches the duration.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.Playables.PlayableDirector">
+      <summary>
+        <para>Instantiates a PlayableAsset and controls playback of Playable objects.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Playables.PlayableDirector.duration">
+      <summary>
+        <para>The duration of the Playable in seconds.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Playables.PlayableDirector.extrapolationMode">
+      <summary>
+        <para>Controls how the time is incremented when it goes beyond the duration of the playable.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Playables.PlayableDirector.initialTime">
+      <summary>
+        <para>The time at which the Playable should start when first played.</para>
+      </summary>
+    </member>
+    <member name="?:UnityEngine.Playables.PlayableDirector.paused(System.Action`1&lt;UnityEngine.Playables.PlayableDirector&gt;)">
+      <summary>
+        <para>Event that is raised when a PlayableDirector component has paused.</para>
+      </summary>
+      <param name="value"></param>
+    </member>
+    <member name="P:UnityEngine.Playables.PlayableDirector.playableAsset">
+      <summary>
+        <para>The PlayableAsset that is used to instantiate a playable for playback.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Playables.PlayableDirector.playableGraph">
+      <summary>
+        <para>The PlayableGraph created by the PlayableDirector.</para>
+      </summary>
+    </member>
+    <member name="?:UnityEngine.Playables.PlayableDirector.played(System.Action`1&lt;UnityEngine.Playables.PlayableDirector&gt;)">
+      <summary>
+        <para>Event that is raised when a PlayableDirector component has begun playing.</para>
+      </summary>
+      <param name="value"></param>
+    </member>
+    <member name="P:UnityEngine.Playables.PlayableDirector.playOnAwake">
+      <summary>
+        <para>Whether the playable asset will start playing back as soon as the component awakes.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Playables.PlayableDirector.state">
+      <summary>
+        <para>The current playing state of the component. (Read Only)</para>
+      </summary>
+    </member>
+    <member name="?:UnityEngine.Playables.PlayableDirector.stopped(System.Action`1&lt;UnityEngine.Playables.PlayableDirector&gt;)">
+      <summary>
+        <para>Event that is raised when a PlayableDirector component has stopped.</para>
+      </summary>
+      <param name="value"></param>
+    </member>
+    <member name="P:UnityEngine.Playables.PlayableDirector.time">
+      <summary>
+        <para>The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Playables.PlayableDirector.timeUpdateMode">
+      <summary>
+        <para>Controls how time is incremented when playing back.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.ClearReferenceValue(UnityEngine.PropertyName)">
+      <summary>
+        <para>Clears an exposed reference value.</para>
+      </summary>
+      <param name="id">Identifier of the ExposedReference.</param>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.DeferredEvaluate">
+      <summary>
+        <para>Tells the PlayableDirector to evaluate it's PlayableGraph on the next update.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.Evaluate">
+      <summary>
+        <para>Evaluates the currently playing Playable at  the current time.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.GetGenericBinding(UnityEngine.Object)">
+      <summary>
+        <para>Returns a binding to a reference object.</para>
+      </summary>
+      <param name="key">The object that acts as a key.</param>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.GetReferenceValue(UnityEngine.PropertyName,System.Boolean&amp;)">
+      <summary>
+        <para>Retreives an ExposedReference binding.</para>
+      </summary>
+      <param name="id">Identifier of the ExposedReference.</param>
+      <param name="idValid">Whether the reference was found.</param>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.Pause">
+      <summary>
+        <para>Pauses playback of the currently running playable.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset,UnityEngine.Playables.DirectorWrapMode)">
+      <summary>
+        <para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
+      </summary>
+      <param name="asset">An asset to instantiate a playable from.</param>
+      <param name="mode">What to do when the time passes the duration of the playable.</param>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset)">
+      <summary>
+        <para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
+      </summary>
+      <param name="asset">An asset to instantiate a playable from.</param>
+      <param name="mode">What to do when the time passes the duration of the playable.</param>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.Play">
+      <summary>
+        <para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
+      </summary>
+      <param name="asset">An asset to instantiate a playable from.</param>
+      <param name="mode">What to do when the time passes the duration of the playable.</param>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.RebuildGraph">
+      <summary>
+        <para>Discards the existing PlayableGraph and creates a new instance.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.Resume">
+      <summary>
+        <para>Resume playing a paused playable.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.SetGenericBinding(UnityEngine.Object,UnityEngine.Object)">
+      <summary>
+        <para>Sets the binding of a reference object from a PlayableBinding.</para>
+      </summary>
+      <param name="key">The source object in the PlayableBinding.</param>
+      <param name="value">The object to bind to the key.</param>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.SetReferenceValue(UnityEngine.PropertyName,UnityEngine.Object)">
+      <summary>
+        <para>Sets an ExposedReference value.</para>
+      </summary>
+      <param name="id">Identifier of the ExposedReference.</param>
+      <param name="value">The object to bind to set the reference value to.</param>
+    </member>
+    <member name="M:UnityEngine.Playables.PlayableDirector.Stop">
+      <summary>
+        <para>Stops playback of the current Playable and destroys the corresponding graph.</para>
+      </summary>
+    </member>
+    <member name="A:UnityEngine.DirectorModule">
+      <summary>
+        <para>The Director module implements the PlayableDirector class.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.FacebookModule.dll


+ 13 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.FacebookModule.xml

@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.FacebookModule</name>
+    </assembly>
+    <member name="A:UnityEngine.FacebookModule">
+      <summary>
+        <para>The Facebook module is required to initialize the Facebook platform support.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.FileSystemHttpModule.dll


+ 13 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.FileSystemHttpModule.xml

@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.FileSystemHttpModule</name>
+    </assembly>
+    <member name="A:UnityEngine.FileSystemHttpModule">
+      <summary>
+        <para>HTTP Virtual File System. Allows file I/O over HTTP</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.GameCenterModule.dll


+ 504 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.GameCenterModule.xml

@@ -0,0 +1,504 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.GameCenterModule</name>
+    </assembly>
+    <member name="T:UnityEngine.Social">
+      <summary>
+        <para>Generic access to the Social API.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Social.localUser">
+      <summary>
+        <para>The local user (potentially not logged in).</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Social.Active">
+      <summary>
+        <para>This is the currently active social platform. </para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Social.CreateAchievement">
+      <summary>
+        <para>Create an IAchievement instance.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Social.CreateLeaderboard">
+      <summary>
+        <para>Create an ILeaderboard instance.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Social.LoadAchievementDescriptions(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievementDescription[]&gt;)">
+      <summary>
+        <para>Loads the achievement descriptions accociated with this application.</para>
+      </summary>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.Social.LoadAchievements(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievement[]&gt;)">
+      <summary>
+        <para>Load the achievements the logged in user has already achieved or reported progress on.</para>
+      </summary>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.Social.LoadScores(System.String,System.Action`1&lt;UnityEngine.SocialPlatforms.IScore[]&gt;)">
+      <summary>
+        <para>Load a default set of scores from the given leaderboard.</para>
+      </summary>
+      <param name="leaderboardID"></param>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.Social.LoadUsers(System.String[],System.Action`1&lt;UnityEngine.SocialPlatforms.IUserProfile[]&gt;)">
+      <summary>
+        <para>Load the user profiles accociated with the given array of user IDs.</para>
+      </summary>
+      <param name="userIDs"></param>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.Social.ReportProgress(System.String,System.Double,System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>Reports the progress of an achievement.</para>
+      </summary>
+      <param name="achievementID"></param>
+      <param name="progress"></param>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.Social.ReportScore(System.Int64,System.String,System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>Report a score to a specific leaderboard.</para>
+      </summary>
+      <param name="score"></param>
+      <param name="board"></param>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.Social.ShowAchievementsUI">
+      <summary>
+        <para>Show a default/system view of the games achievements.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Social.ShowLeaderboardUI">
+      <summary>
+        <para>Show a default/system view of the games leaderboards.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform">
+      <summary>
+        <para>iOS GameCenter implementation for network services.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform.ResetAllAchievements(System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>Reset all the achievements for the local user.</para>
+      </summary>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform.ShowDefaultAchievementCompletionBanner(System.Boolean)">
+      <summary>
+        <para>Show the default iOS banner when achievements are completed.</para>
+      </summary>
+      <param name="value"></param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform.ShowLeaderboardUI(System.String,UnityEngine.SocialPlatforms.TimeScope)">
+      <summary>
+        <para>Show the leaderboard UI with a specific leaderboard shown initially with a specific time scope selected.</para>
+      </summary>
+      <param name="leaderboardID"></param>
+      <param name="timeScope"></param>
+    </member>
+    <member name="?:UnityEngine.SocialPlatforms.IAchievement">
+      <summary>
+        <para>Information for a user's achievement.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievement.completed">
+      <summary>
+        <para>Set to true when percentCompleted is 100.0.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievement.hidden">
+      <summary>
+        <para>This achievement is currently hidden from the user.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievement.id">
+      <summary>
+        <para>The unique identifier of this achievement.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievement.lastReportedDate">
+      <summary>
+        <para>Set by server when percentCompleted is updated.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievement.percentCompleted">
+      <summary>
+        <para>Progress for this achievement.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.IAchievement.ReportProgress(System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>Send notification about progress on this achievement.</para>
+      </summary>
+      <param name="callback"></param>
+    </member>
+    <member name="?:UnityEngine.SocialPlatforms.IAchievementDescription">
+      <summary>
+        <para>Static data describing an achievement.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.achievedDescription">
+      <summary>
+        <para>Description when the achivement is completed.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.hidden">
+      <summary>
+        <para>Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0).</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.id">
+      <summary>
+        <para>Unique identifier for this achievement description.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.image">
+      <summary>
+        <para>Image representation of the achievement.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.points">
+      <summary>
+        <para>Point value of this achievement.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.title">
+      <summary>
+        <para>Human readable title.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.unachievedDescription">
+      <summary>
+        <para>Description when the achivement has not been completed.</para>
+      </summary>
+    </member>
+    <member name="?:UnityEngine.SocialPlatforms.ILeaderboard">
+      <summary>
+        <para>The leaderboard contains the scores of all players for a particular game.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.id">
+      <summary>
+        <para>Unique identifier for this leaderboard.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.loading">
+      <summary>
+        <para>The leaderboad is in the process of loading scores.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.localUserScore">
+      <summary>
+        <para>The leaderboard score of the logged in user.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.maxRange">
+      <summary>
+        <para>The total amount of scores the leaderboard contains.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.range">
+      <summary>
+        <para>The rank range this leaderboard returns.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.scores">
+      <summary>
+        <para>The leaderboard scores returned by a query.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.timeScope">
+      <summary>
+        <para>The time period/scope searched by this leaderboard.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.title">
+      <summary>
+        <para>The human readable title of this leaderboard.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.userScope">
+      <summary>
+        <para>The users scope searched by this leaderboard.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ILeaderboard.LoadScores(System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>Load scores according to the filters set on this leaderboard.</para>
+      </summary>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ILeaderboard.SetUserFilter(System.String[])">
+      <summary>
+        <para>Only search for these user IDs.</para>
+      </summary>
+      <param name="userIDs">List of user ids.</param>
+    </member>
+    <member name="?:UnityEngine.SocialPlatforms.ILocalUser">
+      <summary>
+        <para>Represents the local or currently logged in user.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILocalUser.authenticated">
+      <summary>
+        <para>Checks if the current user has been authenticated.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILocalUser.friends">
+      <summary>
+        <para>The users friends list.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ILocalUser.underage">
+      <summary>
+        <para>Is the user underage?</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ILocalUser.Authenticate(System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para>
+      </summary>
+      <param name="callback">Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.</param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ILocalUser.Authenticate(System.Action`2&lt;System.Boolean,System.String&gt;)">
+      <summary>
+        <para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para>
+      </summary>
+      <param name="callback">Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.</param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ILocalUser.LoadFriends(System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>Fetches the friends list of the logged in user. The friends list on the ISocialPlatform.localUser|Social.localUser instance is populated if this call succeeds.</para>
+      </summary>
+      <param name="callback"></param>
+    </member>
+    <member name="?:UnityEngine.SocialPlatforms.IScore">
+      <summary>
+        <para>A game score.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IScore.date">
+      <summary>
+        <para>The date the score was achieved.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IScore.formattedValue">
+      <summary>
+        <para>The correctly formatted value of the score, like X points or X kills.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IScore.leaderboardID">
+      <summary>
+        <para>The ID of the leaderboard this score belongs to.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IScore.rank">
+      <summary>
+        <para>The rank or position of the score in the leaderboard. </para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IScore.userID">
+      <summary>
+        <para>The user who owns this score.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IScore.value">
+      <summary>
+        <para>The score value achieved.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.IScore.ReportScore(System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>Report this score instance.</para>
+      </summary>
+      <param name="callback"></param>
+    </member>
+    <member name="?:UnityEngine.SocialPlatforms.ISocialPlatform">
+      <summary>
+        <para>The generic Social API interface which implementations must inherit.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.ISocialPlatform.localUser">
+      <summary>
+        <para>See Social.localUser.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.CreateAchievement">
+      <summary>
+        <para>See Social.CreateAchievement..</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.CreateLeaderboard">
+      <summary>
+        <para>See Social.CreateLeaderboard.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadAchievementDescriptions(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievementDescription[]&gt;)">
+      <summary>
+        <para>See Social.LoadAchievementDescriptions.</para>
+      </summary>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadAchievements(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievement[]&gt;)">
+      <summary>
+        <para>See Social.LoadAchievements.</para>
+      </summary>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadScores(System.String,System.Action`1&lt;UnityEngine.SocialPlatforms.IScore[]&gt;)">
+      <summary>
+        <para>See Social.LoadScores.</para>
+      </summary>
+      <param name="leaderboardID"></param>
+      <param name="callback"></param>
+      <param name="board"></param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadScores(UnityEngine.SocialPlatforms.ILeaderboard,System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>See Social.LoadScores.</para>
+      </summary>
+      <param name="leaderboardID"></param>
+      <param name="callback"></param>
+      <param name="board"></param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadUsers(System.String[],System.Action`1&lt;UnityEngine.SocialPlatforms.IUserProfile[]&gt;)">
+      <summary>
+        <para>See Social.LoadUsers.</para>
+      </summary>
+      <param name="userIDs"></param>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ReportProgress(System.String,System.Double,System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>See Social.ReportProgress.</para>
+      </summary>
+      <param name="achievementID"></param>
+      <param name="progress"></param>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ReportScore(System.Int64,System.String,System.Action`1&lt;System.Boolean&gt;)">
+      <summary>
+        <para>See Social.ReportScore.</para>
+      </summary>
+      <param name="score"></param>
+      <param name="board"></param>
+      <param name="callback"></param>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ShowAchievementsUI">
+      <summary>
+        <para>See Social.ShowAchievementsUI.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ShowLeaderboardUI">
+      <summary>
+        <para>See Social.ShowLeaderboardUI.</para>
+      </summary>
+    </member>
+    <member name="?:UnityEngine.SocialPlatforms.IUserProfile">
+      <summary>
+        <para>Represents generic user instances, like friends of the local user.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IUserProfile.id">
+      <summary>
+        <para>This users unique identifier.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IUserProfile.image">
+      <summary>
+        <para>Avatar image of the user.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IUserProfile.isFriend">
+      <summary>
+        <para>Is this user a friend of the current logged in user?</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IUserProfile.state">
+      <summary>
+        <para>Presence state of the user.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SocialPlatforms.IUserProfile.userName">
+      <summary>
+        <para>This user's username or alias.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.SocialPlatforms.Range">
+      <summary>
+        <para>The score range a leaderboard query should include.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.SocialPlatforms.Range.count">
+      <summary>
+        <para>The total amount of scores retreived.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.SocialPlatforms.Range.from">
+      <summary>
+        <para>The rank of the first score which is returned.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.SocialPlatforms.Range.#ctor(System.Int32,System.Int32)">
+      <summary>
+        <para>Constructor for a score range, the range starts from a specific value and contains a maxium score count.</para>
+      </summary>
+      <param name="fromValue">The minimum allowed value.</param>
+      <param name="valueCount">The number of possible values.</param>
+    </member>
+    <member name="T:UnityEngine.SocialPlatforms.TimeScope">
+      <summary>
+        <para>The scope of time searched through when querying the leaderboard.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.SocialPlatforms.UserScope">
+      <summary>
+        <para>The scope of the users searched through when querying the leaderboard.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.SocialPlatforms.UserState">
+      <summary>
+        <para>User presence state.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.SocialPlatforms.UserState.Offline">
+      <summary>
+        <para>The user is offline.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.SocialPlatforms.UserState.Online">
+      <summary>
+        <para>The user is online.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.SocialPlatforms.UserState.OnlineAndAway">
+      <summary>
+        <para>The user is online but away from their computer.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.SocialPlatforms.UserState.OnlineAndBusy">
+      <summary>
+        <para>The user is online but set their status to busy.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.SocialPlatforms.UserState.Playing">
+      <summary>
+        <para>The user is playing a game.</para>
+      </summary>
+    </member>
+    <member name="A:UnityEngine.GameCenterModule">
+      <summary>
+        <para>The GameCenter module provides APIs to use Apple's GameCenter service.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.GridModule.dll


+ 236 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.GridModule.xml

@@ -0,0 +1,236 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.GridModule</name>
+    </assembly>
+    <member name="T:UnityEngine.Grid">
+      <summary>
+        <para>Grid is the base class for plotting a layout of uniformly spaced points and lines.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Grid.cellGap">
+      <summary>
+        <para>The size of the gap between each cell in the Grid.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Grid.cellLayout">
+      <summary>
+        <para>The layout of the cells in the Grid.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Grid.cellSize">
+      <summary>
+        <para>The size of each cell in the Grid.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Grid.cellSwizzle">
+      <summary>
+        <para>The cell swizzle for the Grid.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Grid.GetCellCenterLocal(UnityEngine.Vector3Int)">
+      <summary>
+        <para>Get the logical center coordinate of a grid cell in local space.</para>
+      </summary>
+      <param name="position">Grid cell position.</param>
+      <returns>
+        <para>Center of the cell transformed into local space coordinates.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.Grid.GetCellCenterWorld(UnityEngine.Vector3Int)">
+      <summary>
+        <para>Get the logical center coordinate of a grid cell in world space.</para>
+      </summary>
+      <param name="position">Grid cell position.</param>
+      <returns>
+        <para>Center of the cell transformed into world space coordinates.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.Grid.InverseSwizzle(UnityEngine.GridLayout/CellSwizzle,UnityEngine.Vector3)">
+      <summary>
+        <para>Does the inverse swizzle of the given position for given swizzle order.</para>
+      </summary>
+      <param name="swizzle">Determines the rearrangement order for the inverse swizzle.</param>
+      <param name="position">Position to inverse swizzle.</param>
+      <returns>
+        <para>The inversed swizzled position.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.Grid.Swizzle(UnityEngine.GridLayout/CellSwizzle,UnityEngine.Vector3)">
+      <summary>
+        <para>Swizzles the given position with the given swizzle order.</para>
+      </summary>
+      <param name="swizzle">Determines the rearrangement order for the swizzle.</param>
+      <param name="position">Position to swizzle.</param>
+      <returns>
+        <para>The swizzled position.</para>
+      </returns>
+    </member>
+    <member name="T:UnityEngine.GridLayout">
+      <summary>
+        <para>An abstract class that defines a grid layout.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.GridLayout.cellGap">
+      <summary>
+        <para>The size of the gap between each cell in the layout.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.GridLayout.cellLayout">
+      <summary>
+        <para>The layout of the cells.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.GridLayout.cellSize">
+      <summary>
+        <para>The size of each cell in the layout.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.GridLayout.cellSwizzle">
+      <summary>
+        <para>The cell swizzle for the layout.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.GridLayout.CellLayout">
+      <summary>
+        <para>The layout of the GridLayout.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.GridLayout.CellLayout.Hexagon">
+      <summary>
+        <para>Hexagonal layout for cells in the GridLayout.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.GridLayout.CellLayout.Rectangle">
+      <summary>
+        <para>Rectangular layout for cells in the GridLayout.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.GridLayout.CellSwizzle">
+      <summary>
+        <para>Swizzles cell positions to other positions.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.GridLayout.CellSwizzle.XYZ">
+      <summary>
+        <para>Keeps the cell positions at XYZ.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.GridLayout.CellSwizzle.XZY">
+      <summary>
+        <para>Swizzles the cell positions from XYZ to XZY.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.GridLayout.CellSwizzle.YXZ">
+      <summary>
+        <para>Swizzles the cell positions from XYZ to YXZ.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.GridLayout.CellSwizzle.YZX">
+      <summary>
+        <para>Swizzles the cell positions from XYZ to YZX.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.GridLayout.CellSwizzle.ZXY">
+      <summary>
+        <para>Swizzles the cell positions from XYZ to ZXY.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.GridLayout.CellSwizzle.ZYX">
+      <summary>
+        <para>Swizzles the cell positions from XYZ to ZYX.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.GridLayout.CellToLocal(UnityEngine.Vector3Int)">
+      <summary>
+        <para>Converts a cell position to local position space.</para>
+      </summary>
+      <param name="cellPosition">Cell position to convert.</param>
+      <returns>
+        <para>Local position of the cell position.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.GridLayout.CellToLocalInterpolated(UnityEngine.Vector3)">
+      <summary>
+        <para>Converts an interpolated cell position in floats to local position space.</para>
+      </summary>
+      <param name="cellPosition">Interpolated cell position to convert.</param>
+      <returns>
+        <para>Local position of the cell position.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.GridLayout.CellToWorld(UnityEngine.Vector3Int)">
+      <summary>
+        <para>Converts a cell position to world position space.</para>
+      </summary>
+      <param name="cellPosition">Cell position to convert.</param>
+      <returns>
+        <para>World position of the cell position.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.GridLayout.GetBoundsLocal(UnityEngine.Vector3Int)">
+      <summary>
+        <para>Returns the local bounds for a cell at the location.</para>
+      </summary>
+      <param name="localPosition">Location of the cell.</param>
+      <param name="cellPosition"></param>
+      <returns>
+        <para>Local bounds of cell at the position.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.GridLayout.GetLayoutCellCenter">
+      <summary>
+        <para>Get the default center coordinate of a cell for the set layout of the Grid.</para>
+      </summary>
+      <returns>
+        <para>Cell Center coordinate.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.GridLayout.LocalToCell(UnityEngine.Vector3)">
+      <summary>
+        <para>Converts a local position to cell position.</para>
+      </summary>
+      <param name="localPosition">Local Position to convert.</param>
+      <returns>
+        <para>Cell position of the local position.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.GridLayout.LocalToCellInterpolated(UnityEngine.Vector3)">
+      <summary>
+        <para>Converts a local position to cell position.</para>
+      </summary>
+      <param name="localPosition">Local Position to convert.</param>
+      <returns>
+        <para>Interpolated cell position of the local position.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.GridLayout.LocalToWorld(UnityEngine.Vector3)">
+      <summary>
+        <para>Converts a local position to world position.</para>
+      </summary>
+      <param name="localPosition">Local Position to convert.</param>
+      <returns>
+        <para>World position of the local position.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.GridLayout.WorldToCell(UnityEngine.Vector3)">
+      <summary>
+        <para>Converts a world position to cell position.</para>
+      </summary>
+      <param name="worldPosition">World Position to convert.</param>
+      <returns>
+        <para>Cell position of the world position.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.GridLayout.WorldToLocal(UnityEngine.Vector3)">
+      <summary>
+        <para>Converts a world position to local position.</para>
+      </summary>
+      <param name="worldPosition">World Position to convert.</param>
+      <returns>
+        <para>Local position of the world position.</para>
+      </returns>
+    </member>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.HotReloadModule.dll


+ 8 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.HotReloadModule.xml

@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.HotReloadModule</name>
+    </assembly>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.IMGUIModule.dll


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+ 4638 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.IMGUIModule.xml


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ImageConversionModule.dll


+ 56 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ImageConversionModule.xml

@@ -0,0 +1,56 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.ImageConversionModule</name>
+    </assembly>
+    <member name="T:UnityEngine.ImageConversion">
+      <summary>
+        <para>Class with utility methods and extension methods to deal with converting image data from or to PNG and JPEG formats.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ImageConversion.EncodeToEXR(UnityEngine.Texture2D,UnityEngine.Texture2D/EXRFlags)">
+      <summary>
+        <para>Encodes this texture into the EXR format.</para>
+      </summary>
+      <param name="tex">The texture to convert.</param>
+      <param name="flags">Flags used to control compression and the output format.</param>
+    </member>
+    <member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D,System.Int32)">
+      <summary>
+        <para>Encodes this texture into JPG format.</para>
+      </summary>
+      <param name="tex">Text texture to convert.</param>
+      <param name="quality">JPG quality to encode with, 1..100 (default 75).</param>
+    </member>
+    <member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D)">
+      <summary>
+        <para>Encodes this texture into JPG format.</para>
+      </summary>
+      <param name="tex">Text texture to convert.</param>
+      <param name="quality">JPG quality to encode with, 1..100 (default 75).</param>
+    </member>
+    <member name="M:UnityEngine.ImageConversion.EncodeToPNG(UnityEngine.Texture2D)">
+      <summary>
+        <para>Encodes this texture into PNG format.</para>
+      </summary>
+      <param name="tex">The texture to convert.</param>
+    </member>
+    <member name="M:UnityEngine.ImageConversion.LoadImage(UnityEngine.Texture2D,System.Byte[],System.Boolean)">
+      <summary>
+        <para>Loads PNG/JPG image byte array into a texture.</para>
+      </summary>
+      <param name="data">The byte array containing the image data to load.</param>
+      <param name="markNonReadable">Set to false by default, pass true to optionally mark the texture as non-readable.</param>
+      <param name="tex">The texture to load the image into.</param>
+      <returns>
+        <para>Returns true if the data can be loaded, false otherwise.</para>
+      </returns>
+    </member>
+    <member name="A:UnityEngine.ImageConversionModule">
+      <summary>
+        <para>The ImageConversion module implements the ImageConversion class which provides helper methods to convert images from and to PNG, JPEG or EXR formats.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.InputModule.dll


+ 8 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.InputModule.xml

@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.InputModule</name>
+    </assembly>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.JSONSerializeModule.dll


+ 64 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.JSONSerializeModule.xml

@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.JSONSerializeModule</name>
+    </assembly>
+    <member name="T:UnityEngine.JsonUtility">
+      <summary>
+        <para>Utility functions for working with JSON data.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.JsonUtility.FromJson(System.String)">
+      <summary>
+        <para>Create an object from its JSON representation.</para>
+      </summary>
+      <param name="json">The JSON representation of the object.</param>
+      <returns>
+        <para>An instance of the object.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.JsonUtility.FromJson(System.String,System.Type)">
+      <summary>
+        <para>Create an object from its JSON representation.</para>
+      </summary>
+      <param name="json">The JSON representation of the object.</param>
+      <param name="type">The type of object represented by the Json.</param>
+      <returns>
+        <para>An instance of the object.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.JsonUtility.FromJsonOverwrite(System.String,System.Object)">
+      <summary>
+        <para>Overwrite data in an object by reading from its JSON representation.</para>
+      </summary>
+      <param name="json">The JSON representation of the object.</param>
+      <param name="objectToOverwrite">The object that should be overwritten.</param>
+    </member>
+    <member name="M:UnityEngine.JsonUtility.ToJson(System.Object)">
+      <summary>
+        <para>Generate a JSON representation of the public fields of an object.</para>
+      </summary>
+      <param name="obj">The object to convert to JSON form.</param>
+      <param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param>
+      <returns>
+        <para>The object's data in JSON format.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.JsonUtility.ToJson(System.Object,System.Boolean)">
+      <summary>
+        <para>Generate a JSON representation of the public fields of an object.</para>
+      </summary>
+      <param name="obj">The object to convert to JSON form.</param>
+      <param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param>
+      <returns>
+        <para>The object's data in JSON format.</para>
+      </returns>
+    </member>
+    <member name="A:UnityEngine.JSONSerializeModule">
+      <summary>
+        <para>The JSONSerialize module provides the JsonUtility class which lets you serialize Unity Objects to JSON format.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.LocalizationModule.dll


+ 8 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.LocalizationModule.xml

@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.LocalizationModule</name>
+    </assembly>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.Networking.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ParticleSystemModule.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ParticleSystemModule.xml


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ParticlesLegacyModule.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ParticlesLegacyModule.xml

@@ -0,0 +1,38 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.ParticlesLegacyModule</name>
+    </assembly>
+    <member name="T:UnityEngine.EllipsoidParticleEmitter">
+      <summary>
+        <para>Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.MeshParticleEmitter">
+      <summary>
+        <para>Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ParticleAnimator">
+      <summary>
+        <para>(Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag &amp; color cycling to your particle emitters.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ParticleEmitter">
+      <summary>
+        <para>(Legacy Particles) Script interface for particle emitters.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ParticleRenderer">
+      <summary>
+        <para>(Legacy Particles) Renders particles on to the screen.</para>
+      </summary>
+    </member>
+    <member name="A:UnityEngine.ParticlesLegacyModule">
+      <summary>
+        <para>The ParticlesLegacy module implements the legacy particle system in Unity.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.PerformanceReportingModule.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.PerformanceReportingModule.xml

@@ -0,0 +1,23 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.PerformanceReportingModule</name>
+    </assembly>
+    <member name="T:UnityEngine.Analytics.PerformanceReporting">
+      <summary>
+        <para>Unity Performace provides insight into your game performace.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Analytics.PerformanceReporting.enabled">
+      <summary>
+        <para>Controls whether the Performance Reporting service is enabled at runtime.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.Analytics.PerformanceReporting.graphicsInitializationFinishTime">
+      <summary>
+        <para>Time taken to initialize graphics in nanoseconds, measured from application startup.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.Physics2DModule.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.Physics2DModule.xml


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.PhysicsModule.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.PhysicsModule.xml


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ProfilerModule.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ProfilerModule.xml

@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.ProfilerModule</name>
+    </assembly>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ScreenCaptureModule.dll


+ 68 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.ScreenCaptureModule.xml

@@ -0,0 +1,68 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.ScreenCaptureModule</name>
+    </assembly>
+    <member name="T:UnityEngine.ScreenCapture">
+      <summary>
+        <para>Functionality to take Screenshots.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ScreenCapture.CaptureScreenshot(System.String,System.Int32)">
+      <summary>
+        <para>Captures a screenshot at path filename as a PNG file.</para>
+      </summary>
+      <param name="filename">Pathname to save the screenshot file to.</param>
+      <param name="superSize">Factor by which to increase resolution.</param>
+      <param name="stereoCaptureMode">Specifies the eye texture to capture when stereo rendering is enabled.</param>
+    </member>
+    <member name="M:UnityEngine.ScreenCapture.CaptureScreenshot(System.String,UnityEngine.ScreenCapture/StereoScreenCaptureMode)">
+      <summary>
+        <para>Captures a screenshot at path filename as a PNG file.</para>
+      </summary>
+      <param name="filename">Pathname to save the screenshot file to.</param>
+      <param name="superSize">Factor by which to increase resolution.</param>
+      <param name="stereoCaptureMode">Specifies the eye texture to capture when stereo rendering is enabled.</param>
+    </member>
+    <member name="M:UnityEngine.ScreenCapture.CaptureScreenshotAsTexture(System.Int32)">
+      <summary>
+        <para>Captures a screenshot of the game view into a Texture2D object.</para>
+      </summary>
+      <param name="superSize">Factor by which to increase resolution.</param>
+      <param name="stereoCaptureMode">Specifies the eye texture to capture when stereo rendering is enabled.</param>
+    </member>
+    <member name="M:UnityEngine.ScreenCapture.CaptureScreenshotAsTexture(UnityEngine.ScreenCapture/StereoScreenCaptureMode)">
+      <summary>
+        <para>Captures a screenshot of the game view into a Texture2D object.</para>
+      </summary>
+      <param name="superSize">Factor by which to increase resolution.</param>
+      <param name="stereoCaptureMode">Specifies the eye texture to capture when stereo rendering is enabled.</param>
+    </member>
+    <member name="T:UnityEngine.ScreenCapture.StereoScreenCaptureMode">
+      <summary>
+        <para>Enumeration specifying the eye texture to capture when using ScreenCapture.CaptureScreenshot and when stereo rendering is enabled.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ScreenCapture.StereoScreenCaptureMode.BothEyes">
+      <summary>
+        <para>Both the left and right eyes are captured and composited into one image.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ScreenCapture.StereoScreenCaptureMode.LeftEye">
+      <summary>
+        <para>The Left Eye is captured. This is the default setting for the CaptureScreenshot method.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ScreenCapture.StereoScreenCaptureMode.RightEye">
+      <summary>
+        <para>The Right Eye is captured.</para>
+      </summary>
+    </member>
+    <member name="A:UnityEngine.ScreenCaptureModule">
+      <summary>
+        <para>The ScreenCapture module provides functionality to take screen shots using the ScreenCapture class.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SharedInternalsModule.dll


+ 13 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SharedInternalsModule.xml

@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.SharedInternalsModule</name>
+    </assembly>
+    <member name="A:UnityEngine.SharedInternalsModule">
+      <summary>
+        <para>SharedInternals is a module used internally to provide low-level functionality needed by other modules.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SpatialTracking.dll


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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SpatialTrackingModule.dll


+ 8 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SpatialTrackingModule.xml

@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.SpatialTrackingModule</name>
+    </assembly>
+  </members>
+</doc>

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Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SpriteMaskModule.dll


+ 53 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SpriteMaskModule.xml

@@ -0,0 +1,53 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.SpriteMaskModule</name>
+    </assembly>
+    <member name="T:UnityEngine.SpriteMask">
+      <summary>
+        <para>A component for masking Sprites and Particles.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SpriteMask.alphaCutoff">
+      <summary>
+        <para>The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SpriteMask.backSortingLayerID">
+      <summary>
+        <para>Unique ID of the sorting layer defining the end of the custom range.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SpriteMask.backSortingOrder">
+      <summary>
+        <para>Order within the back sorting layer defining the end of the custom range.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SpriteMask.frontSortingLayerID">
+      <summary>
+        <para>Unique ID of the sorting layer defining the start of the custom range.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SpriteMask.frontSortingOrder">
+      <summary>
+        <para>Order within the front sorting layer defining the start of the custom range.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SpriteMask.isCustomRangeActive">
+      <summary>
+        <para>Mask sprites from front to back sorting values only.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SpriteMask.sprite">
+      <summary>
+        <para>The Sprite used to define the mask.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.SpriteMask.spriteSortPoint">
+      <summary>
+        <para>Determines the position of the Sprite used for sorting the SpriteMask.</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SpriteShapeModule.dll


+ 187 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SpriteShapeModule.xml

@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.SpriteShapeModule</name>
+    </assembly>
+    <member name="T:UnityEngine.Experimental.U2D.AngleRangeInfo">
+      <summary>
+        <para>Describes the information about the edge and how to tessellate it.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.end">
+      <summary>
+        <para>The maximum angle to be considered within this range.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.order">
+      <summary>
+        <para>The render order of the edges that belong in this range.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.sprites">
+      <summary>
+        <para>The list of Sprites that are associated with this range.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.start">
+      <summary>
+        <para>The minimum angle to be considered within this range.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.Experimental.U2D.ShapeControlPoint">
+      <summary>
+        <para>Data that describes the important points of the shape.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.leftTangent">
+      <summary>
+        <para>The position of the left tangent in local space.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.mode">
+      <summary>
+        <para>The various modes of the tangent handles. They could be continuous or broken.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.position">
+      <summary>
+        <para>The position of this point in the object's local space.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.rightTangent">
+      <summary>
+        <para>The position of the right tangent point in the local space.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.Experimental.U2D.SpriteShapeMetaData">
+      <summary>
+        <para>Additional data about the shape's control point. This is useful during tessellation of the shape.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.bevelCutoff">
+      <summary>
+        <para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.bevelSize">
+      <summary>
+        <para>The radius of the curve to be tessellated.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.corner">
+      <summary>
+        <para>True will indicate that this point should be tessellated as a corner or a continuous line otherwise.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.height">
+      <summary>
+        <para>The height of the tessellated edge.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.spriteIndex">
+      <summary>
+        <para>The Sprite to be used for a particular edge.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.Experimental.U2D.SpriteShapeParameters">
+      <summary>
+        <para>Input parameters for the SpriteShape tessellator.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.adaptiveUV">
+      <summary>
+        <para>If enabled, the tessellator will adapt the size of the quads based on the height of the edge.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.angleThreshold">
+      <summary>
+        <para>The threshold of the angle that indicates whether it is a corner or not.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.bevelCutoff">
+      <summary>
+        <para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.bevelSize">
+      <summary>
+        <para>The radius of the curve to be tessellated.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.borderPivot">
+      <summary>
+        <para>The local displacement of the Sprite when tessellated.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.carpet">
+      <summary>
+        <para>If true, the Shape will be tessellated as a closed form.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.fillScale">
+      <summary>
+        <para>The scale to be used to calculate the UVs of the fill texture.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.fillTexture">
+      <summary>
+        <para>The texture to be used for the fill of the SpriteShape.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.smartSprite">
+      <summary>
+        <para>If enabled the tessellator will consider creating corners based on the various input parameters.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.splineDetail">
+      <summary>
+        <para>The tessellation quality of the input Spline that determines the complexity of the mesh.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.spriteBorders">
+      <summary>
+        <para>The borders to be used for calculating the uv of the edges based on the border info found in Sprites.</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.transform">
+      <summary>
+        <para>The world space transform of the game object used for calculating the UVs of the fill texture.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.Experimental.U2D.SpriteShapeRenderer">
+      <summary>
+        <para>Renders SpriteShapes defined through the SpriteShapeUtility.GenerateSpriteShape API.</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.Experimental.U2D.SpriteShapeUtility">
+      <summary>
+        <para>A static class that helps tessellate a SpriteShape mesh.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.Experimental.U2D.SpriteShapeUtility.Generate(UnityEngine.Mesh,UnityEngine.Experimental.U2D.SpriteShapeParameters,UnityEngine.Experimental.U2D.ShapeControlPoint[],UnityEngine.Experimental.U2D.SpriteShapeMetaData[],UnityEngine.Experimental.U2D.AngleRangeInfo[],UnityEngine.Sprite[],UnityEngine.Sprite[])">
+      <summary>
+        <para>Generate a mesh based on input parameters.</para>
+      </summary>
+      <param name="mesh">The output mesh.</param>
+      <param name="shapeParams">Input parameters for the SpriteShape tessellator.</param>
+      <param name="points">A list of control points that describes the shape.</param>
+      <param name="metaData">Additional data about the shape's control point. This is useful during tessellation of the shape.</param>
+      <param name="sprites">The list of Sprites that could be used for the edges.</param>
+      <param name="corners">The list of Sprites that could be used for the corners.</param>
+      <param name="angleRange">A parameter that determins how to tessellate each of the edge.</param>
+    </member>
+    <member name="M:UnityEngine.Experimental.U2D.SpriteShapeUtility.GenerateSpriteShape(UnityEngine.Experimental.U2D.SpriteShapeRenderer,UnityEngine.Experimental.U2D.SpriteShapeParameters,UnityEngine.Experimental.U2D.ShapeControlPoint[],UnityEngine.Experimental.U2D.SpriteShapeMetaData[],UnityEngine.Experimental.U2D.AngleRangeInfo[],UnityEngine.Sprite[],UnityEngine.Sprite[])">
+      <summary>
+        <para>Generate a mesh based on input parameters.</para>
+      </summary>
+      <param name="renderer">SpriteShapeRenderer to which the generated geometry is fed to.</param>
+      <param name="shapeParams">Input parameters for the SpriteShape tessellator.</param>
+      <param name="points">A list of control points that describes the shape.</param>
+      <param name="metaData">Additional data about the shape's control point. This is useful during tessellation of the shape.</param>
+      <param name="sprites">The list of Sprites that could be used for the edges.</param>
+      <param name="corners">The list of Sprites that could be used for the corners.</param>
+      <param name="angleRange">A parameter that determins how to tessellate each of the edge.</param>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.StreamingModule.dll


+ 39 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.StreamingModule.xml

@@ -0,0 +1,39 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.StreamingModule</name>
+    </assembly>
+    <member name="T:UnityEngine.StreamingController">
+      <summary>
+        <para>A StreamingController controls the streaming settings for an individual camera location.</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.StreamingController.streamingMipmapBias">
+      <summary>
+        <para>Offset applied to the mipmap level chosen by the texture streaming system for any textures visible from this camera. This Offset can take either a positive or negative value.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.StreamingController.CancelPreloading">
+      <summary>
+        <para>Abort preloading.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.StreamingController.IsPreloading">
+      <summary>
+        <para>Used to find out whether the StreamingController is currently preloading texture mipmaps.</para>
+      </summary>
+      <returns>
+        <para>True if in a preloading state, otherwise False.</para>
+      </returns>
+    </member>
+    <member name="M:UnityEngine.StreamingController.SetPreloading(System.Single,System.Boolean,UnityEngine.Camera)">
+      <summary>
+        <para>Initiate preloading of streaming data for this camera.</para>
+      </summary>
+      <param name="timeoutSeconds">Optional timeout before stopping preloading. Set to 0.0f when no timeout is required.</param>
+      <param name="activateCameraOnTimeout">Set to True to activate the connected Camera component when timeout expires.</param>
+      <param name="disableCameraCuttingFrom">Camera to deactivate on timeout (if Camera.activateCameraOnTime is True). This parameter can be null.</param>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.StyleSheetsModule.dll


+ 8 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.StyleSheetsModule.xml

@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.StyleSheetsModule</name>
+    </assembly>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SubstanceModule.dll


+ 519 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.SubstanceModule.xml

@@ -0,0 +1,519 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.SubstanceModule</name>
+    </assembly>
+    <member name="T:UnityEngine.ProceduralCacheSize">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralCacheSize.Heavy">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralCacheSize.Medium">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralCacheSize.NoLimit">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralCacheSize.None">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralCacheSize.Tiny">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ProceduralLoadingBehavior">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralLoadingBehavior.BakeAndDiscard">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralLoadingBehavior.BakeAndKeep">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralLoadingBehavior.Cache">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralLoadingBehavior.DoNothing">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralLoadingBehavior.DoNothingAndCache">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralLoadingBehavior.Generate">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ProceduralMaterial">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.animationUpdateRate">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.cacheSize">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.isCachedDataAvailable">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.isFrozen">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.isLoadTimeGenerated">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.isProcessing">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.isReadable">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.isSupported">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.loadingBehavior">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.preset">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralMaterial.substanceProcessorUsage">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.CacheProceduralProperty(System.String,System.Boolean)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+      <param name="value"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.ClearCache">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.FreezeAndReleaseSourceData">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTexture(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="textureName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTextures">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.GetProceduralBoolean(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.GetProceduralColor(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.GetProceduralEnum(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.GetProceduralFloat(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.GetProceduralPropertyDescriptions">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.GetProceduralString(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.GetProceduralTexture(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.GetProceduralVector(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.HasProceduralProperty(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.IsProceduralPropertyCached(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.IsProceduralPropertyVisible(System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.RebuildTextures">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.RebuildTexturesImmediately">
+      <summary>
+        <para>Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures.</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.SetProceduralBoolean(System.String,System.Boolean)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+      <param name="value"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.SetProceduralColor(System.String,UnityEngine.Color)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+      <param name="value"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.SetProceduralEnum(System.String,System.Int32)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+      <param name="value"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.SetProceduralFloat(System.String,System.Single)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+      <param name="value"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.SetProceduralString(System.String,System.String)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+      <param name="value"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.SetProceduralTexture(System.String,UnityEngine.Texture2D)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+      <param name="value"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.SetProceduralVector(System.String,UnityEngine.Vector4)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="inputName"></param>
+      <param name="value"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralMaterial.StopRebuilds">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ProceduralOutputType">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.AmbientOcclusion">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.DetailMask">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.Diffuse">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.Emissive">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.Height">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.Metallic">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.Normal">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.Opacity">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.Roughness">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.Smoothness">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.Specular">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralOutputType.Unknown">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ProceduralProcessorUsage">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralProcessorUsage.All">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralProcessorUsage.Half">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralProcessorUsage.One">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralProcessorUsage.Unsupported">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ProceduralPropertyDescription">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyDescription.componentLabels">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyDescription.enumOptions">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyDescription.group">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyDescription.hasRange">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyDescription.label">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyDescription.maximum">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyDescription.minimum">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyDescription.name">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyDescription.step">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyDescription.type">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ProceduralPropertyType">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyType.Boolean">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyType.Color3">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyType.Color4">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyType.Enum">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyType.Float">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyType.String">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyType.Texture">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyType.Vector2">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyType.Vector3">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="F:UnityEngine.ProceduralPropertyType.Vector4">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="T:UnityEngine.ProceduralTexture">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralTexture.format">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="P:UnityEngine.ProceduralTexture.hasAlpha">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+    <member name="M:UnityEngine.ProceduralTexture.GetPixels32(System.Int32,System.Int32,System.Int32,System.Int32)">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+      <param name="x"></param>
+      <param name="y"></param>
+      <param name="blockWidth"></param>
+      <param name="blockHeight"></param>
+    </member>
+    <member name="M:UnityEngine.ProceduralTexture.GetProceduralOutputType">
+      <summary>
+        <para>Deprecated feature, no longer available</para>
+      </summary>
+    </member>
+  </members>
+</doc>

BIN
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.TLSModule.dll


+ 8 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.TLSModule.xml

@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<doc>
+  <members>
+    <assembly>
+      <name>UnityEngine.TLSModule</name>
+    </assembly>
+  </members>
+</doc>

+ 0 - 0
Library/PlayerDataCache/OSXUniversal/Data/Managed/UnityEngine.TerrainModule.dll


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