Calculator Reference¶
Here is a reference built-in Calculator of Arbor.
Bool¶
| Class Name | Description |
|---|---|
| Bool.And | Calculate the Bool value by And. |
| Bool.Not | Calculate the Bool value by Not. |
| Bool.Or | Calculate the Bool value by Or. |
Bounds¶
| Class Name | Description |
|---|---|
| Bounds.Compose | Compose Bounds. |
| Bounds.Contains | Is point contained in the bounding box? |
| Bounds.Decompose | Decompose Bounds to size and size. |
| Bounds.EncapsulateBounds | Grow the bounds to encapsulate the bounds. |
| Bounds.EncapsulateVector3 | Grows the Bounds to include the point. |
| Bounds.ExpandFloat | Expand the bounds by increasing its size by amount along each side. |
| Bounds.ExpandVector3 | Expand the bounds by increasing its size by amount along each side. |
| Bounds.SqrDistance | The smallest squared distance between the point and this bounding box. |
Collider¶
| Class Name | Description |
|---|---|
| Collider.AttachedRigidbody | Output Rigidbody attached to Collider. |
| Collider.Bounds | The world space bounding volume of the collider. |
| Collider.ClosestPointOnBounds | The closest point to the bounding box of the attached collider. |
Collider2D¶
| Class Name | Description |
|---|---|
| Collider2D.AttachedRigidbody | Output Rigidbody2D attached to Collider2D. |
| Collider2D.Bounds | The world space bounding volume of the Collider2D. |
| Collider2D.OverlapPoint | Check if a collider overlaps a point in space. |
Collision¶
| Class Name | Description |
|---|---|
| Collision.Collider | Output Collider hit from Collision. |
| Collision.GameObject | Output GameObject hit from Collision. |
| Collision.RelativeVelocity | Output the relative velocity of the two collided objects. |
| Collision.Rigidbody | Output Rigidbody hit from Collision. |
| Collision.Transform | Output Transform hit from Collision. |
Collision2D¶
| Class Name | Description |
|---|---|
| Collision2D.Collider | Output Collider2D hit from Collision2D. |
| Collision2D.GameObject | Output GameObject hit from Collision2D. |
| Collision2D.RelativeVelocity | Output the relative velocity of the two collided objects. |
| Collision2D.Rigidbody | Output Rigidbody2D hit from Collision2D. |
| Collision2D.Transform | Output Transform hit from Collision2D. |
Component¶
| Class Name | Description |
|---|---|
| Component.GetGameObject | Output Component's GameObject. |
| GameObject.GetComponent | Output Component from GameObject. |
EnumFlags¶
| Class Name | Description |
|---|---|
| EnumFlags.Add | Add enum flags(bitwise OR) |
| EnumFlags.Contains | Returns whether the enum flag is contained |
| EnumFlags.Remove | Remove the enum flag |
Events¶
| Class Name | Description |
|---|---|
| GetValue | Get the values of fields and properties and output them to the data flow. |
Float¶
| Class Name | Description |
|---|---|
| Float.Add | Add float. |
| Float.Compare | Compare floats. |
| Float.Div | Divide the float. |
| Float.Mod | Computes the remainder of float. (Result = Value1 % Value2) |
| Float.Mul | Multiply by float. |
| Float.Negative | To invert the sign of the float. |
| Float.Sub | Subtract float. |
| Float.ToInt | Convert float to int. |
| Float.ToLong | Convert float to long. |
Input¶
| Class Name | Description |
|---|---|
| Input.GetAxis | Get the value of the input axis (Input.GetAxis). |
| Input.GetAxisRaw | Get the raw input axis value (Input.GetAxisRaw). |
Int¶
| Class Name | Description |
|---|---|
| Int.Add | Add int. |
| Int.Compare | Compare int. |
| Int.Div | Divide the int. |
| Int.Mod | Computes the remainder of int. (Result = Value1 % Value2) |
| Int.Mul | Multiply by int. |
| Int.Negative | To invert the sign of the int. |
| Int.Sub | Subtract int. |
| Int.ToFloat | Convert int to float. |
List¶
| Class Name | Description |
|---|---|
| List.Contains | Determines if the List contains elements. |
| List.Count | Count the number of elements in List. |
| List.GetElement | Get List element. |
| List.IndexOf | Gets the index where the List elements are stored. |
| List.LastIndexOf | Search the index where the element is stored from the end. |
| List.ToArrayList | Convert List to array or List. |
| NewArrayList | Create a new array or List. |
Long¶
| Class Name | Description |
|---|---|
| Long.Add | Add long. |
| Long.Compare | Compare long. |
| Long.Div | Divide the long. |
| Long.Mod | Computes the remainder of long. (Result = Value1 % Value2) |
| Long.Mul | Multiply by long. |
| Long.Negative | To invert the sign of the long. |
| Long.Sub | Subtract long. |
| Long.ToFloat | Convert long to float. |
Mathf¶
| Class Name | Description |
|---|---|
| Mathf.AbsFloat | The absolute value of the float. |
| Mathf.AbsInt | The absolute value of the int. |
| Mathf.Acos | Calculate acos. |
| Mathf.Asin | Calculate asin. |
| Mathf.Atan | Calculate atan. |
| Mathf.Atan2 | Calculate atan2. |
| Mathf.Ceil | Calculate the smallest integer greater than or equal to the value. |
| Mathf.CeilToInt | Calculate the smallest integer greater than or equal to the value. |
| Mathf.Clamp01 | Clamps value between 0 and 1 |
| Mathf.ClampFloat | Clamps a value between a Min and Max value. |
| Mathf.ClampInt | Clamps a value between a Min and Max value. |
| Mathf.ClosestPowerOfTwo | Outputs the closest power of two value. |
| Mathf.Cos | Calculate cos. |
| Mathf.DegToRad | Convert from degrees to radians. |
| Mathf.DeltaAngle | Calculates the shortest difference between two given angles given in degrees. |
| Mathf.Exp | Calculates e raised to the specified power. |
| Mathf.Floor | Calculate the largest integer less than or equal to the value. |
| Mathf.FloorToInt | Calculate the largest integer less than or equal to the value. |
| Mathf.GammaToLinearSpace | Converts the given value from gamma (sRGB) to linear color space. |
| Mathf.InverseLerp | Calculate a interpolation parameter that generates a value to be interpolated within the range from From to To. |
| Mathf.Lerp | Linearly interpolate values within the range from From to To. |
| Mathf.LerpAngle | Linearly interpolate the angle within the range from From to To. |
| Mathf.LinearToGammaSpace | Converts the given value from linear to gamma (sRGB) color space. |
| Mathf.Log | Calculate the logarithm (base e). |
| Mathf.Log10 | Calculates the base 10 logarithm of a specified number. |
| Mathf.LogBase | Calculate the logarithm. |
| Mathf.MaxFloat | Calculate the maximum value from two float values. |
| Mathf.MaxInt | Calculate the maximum value from two int values. |
| Mathf.MinFloat | Calculate the minimum value from two float values. |
| Mathf.MinInt | Calculate the minimum value from two int values. |
| Mathf.MoveTowards | Calculate the amount of movement to move from Current to Target at the speed of MaxDelta. |
| Mathf.MoveTowardsAngle | Calculate the amount of movement to move from Current to Target at the speed of MaxDelta. |
| Mathf.NextPowerOfTwo | Calculates the next power of two value. |
| Mathf.PerlinNoise | Generate 2D Perlin noise. |
| Mathf.PingPong | The interpolation parameter T makes a round trip between 0 and Length. |
| Mathf.Pow | Calculates Value raised to power Power. |
| Mathf.RadToDeg | Convert from radians to degrees. |
| Mathf.Repeat | Loop from 0 to Length by interpolation parameter T. |
| Mathf.Round | Calculate the integer closest to Value. |
| Mathf.RoundToInt | Calculate the integer closest to Value. |
| Mathf.Sign | Calculate the sign of Value. |
| Mathf.Sin | Calculate sin. |
| Mathf.SmoothStep | Interpolate with limited smoothing between From and To. |
| Mathf.Sqrt | Calculates the square root. |
| Mathf.Tan | Calculate tan. |
NodeGraph¶
| Class Name | Description |
|---|---|
| NodeGraph.GetName | Output the node graph name. |
| NodeGraph.GetRootGameObject | Output the root graph GameObject. |
| NodeGraph.GetRootGraph | Output the root graph. |
Quaternion¶
| Class Name | Description |
|---|---|
| Quaternion.Angle | Calculate the angle between two Quaternions. |
| Quaternion.AngleAxis | Create a Quaternion that rotates Angle degrees around Axis. |
| Quaternion.Dot | Calculates the dot product of two Quaternion. |
| Quaternion.Euler | Calculate the Quaternion value from Euler angle. |
| Quaternion.EulerAngles | Calculate the Euler angle value from Quaternion. |
| Quaternion.FromToRotation | Creates a rotation which rotates from FromDirection to ToDirection. |
| Quaternion.Inverse | Calculates the reverse Quaternion. |
| Quaternion.Lerp | Linearly interpolate Quaternion between From and To. |
| Quaternion.LookRotation | Create a Quaternion to Forward. |
| Quaternion.Mul | Multiply by Quaternion. |
| Quaternion.MulVector3 | Multiply Vector3 by Quaternion. |
| Quaternion.RotateTowards | Calculates the Quaternion to To from From. |
| Quaternion.Slerp | Spherical linear interpolation of Quaternion between From and To. |
| Quaternion.ToAngleAxis | Convert Quaternion to rotation axis and angle. |
Random¶
| Class Name | Description |
|---|---|
| Random.Bool | Outputs a random bool value. |
| Random.InsideUnitCircle | Output a random point inside the unit circle. |
| Random.InsideUnitSphere | Output a random point inside the unit sphere. |
| Random.OnUnitSphere | Output a random point on the unit sphere. |
| Random.RangeColor | Output the color of random time in Gradient. |
| Random.RangeColorSimple | Outputs a random color between two colors. |
| Random.RangeFloat | Outputs a random float value between two values. |
| Random.RangeInt | Outputs a random int value between two values. |
| Random.RangeQuaternion | Outputs a random Quaternion value between two values. |
| Random.RangeVector2 | Outputs a random Vector2 value between two values. |
| Random.RangeVector3 | Outputs a random Vector3 value between two values. |
| Random.Rotation | Outputs a random rotation. |
| Random.RotationUniform | Outputs a random rotation with uniform distribution. |
| Random.SelectComponent | Output component selected randomly from the list. |
| Random.SelectGameObject | Output GameObject selected randomly from the list. |
| Random.SelectString | Output string selected randomly from the list. |
| Random.Value | Outputs a random float value. |
RaycastHit¶
| Class Name | Description |
|---|---|
| RaycastHit.BarycentricCoordinate | The barycentric coordinate of the triangle we hit. |
| RaycastHit.Collider | The Collider that was hit. |
| RaycastHit.Distance | The distance from the ray's origin to the impact point. |
| RaycastHit.LightmapCoord | The uv lightmap coordinate at the impact point. |
| RaycastHit.Normal | The normal of the surface the ray hit. |
| RaycastHit.Point | The impact point in world space where the ray hit the collider. |
| RaycastHit.Rigidbody | The Rigidbody of the collider that was hit. |
| RaycastHit.TextureCoord | The uv texture coordinate at the collision location. |
| RaycastHit.TextureCoord2 | The secondary uv texture coordinate at the impact point. |
| RaycastHit.Transform | The Transform of the rigidbody or collider that was hit. |
| RaycastHit.TriangleIndex | The index of the triangle that was hit. |
RaycastHit2D¶
| Class Name | Description |
|---|---|
| RaycastHit2D.Centroid | The centroid of the primitive used to perform the cast. |
| RaycastHit2D.Collider | The Collider2D that was hit. |
| RaycastHit2D.Distance | The distance from the ray's origin to the impact point. |
| RaycastHit2D.Fraction | Fraction of the distance along the ray that the hit occurred. |
| RaycastHit2D.Normal | The normal vector of the surface hit by the ray. |
| RaycastHit2D.Point | The impact point in world space where the ray hit the collider. |
| RaycastHit2D.Rigidbody | The Rigidbody2D of the Collider2D that was hit. |
| RaycastHit2D.Transform | The Transform of the Rigidbody2D or Collider2D that was hit. |
Rect¶
| Class Name | Description |
|---|---|
| Rect.Center | The position of the center of the rectangle. |
| Rect.Compose | Compose Rect. |
| Rect.Contains | Whether the Point is inside the Rect. |
| Rect.Decompose | Decompose Rect into position and size. |
| Rect.MinMaxRect | Create Rect from Min and Max. |
| Rect.NormalizedToPoint | Calculates a point inside a rectangle, given normalized coordinates. |
| Rect.Overlaps | Whether rectangles overlap each other or not. |
| Rect.PointToNormalized | Calculates the normalized coordinates cooresponding the the point. |
RectTransform¶
| Class Name | Description |
|---|---|
| RectTransform.AnchoredPosition | The position of the pivot of this RectTransform relative to the anchor reference point. |
| RectTransform.AnchoredPosition3D | The 3D position of the pivot of this RectTransform relative to the anchor reference point. |
| RectTransform.AnchorMax | The normalized position in the parent RectTransform that the upper right corner is anchored to. |
| RectTransform.AnchorMin | The normalized position in the parent RectTransform that the lower left corner is anchored to. |
| RectTransform.Get | Gets the RectTransform attached to GameObject. |
| RectTransform.OffsetMax | The offset of the upper right corner of the rectangle relative to the upper right anchor. |
| RectTransform.OffsetMin | The offset of the lower left corner of the rectangle relative to the lower left anchor. |
| RectTransform.Pivot | The normalized position in this RectTransform that it rotates around. |
| RectTransform.Rect | The calculated rectangle in the local space of the Transform. |
| RectTransform.SizeDelta | The size of this RectTransform relative to the distances between the anchors. |
Rigidbody¶
| Class Name | Description |
|---|---|
| Rigidbody.AngularDrag | The angular drag of the object. |
| Rigidbody.AngularVelocity | The angular velocity vector of the rigidbody measured in radians per second. |
| Rigidbody.CenterOfMass | The center of mass relative to the transform's origin. |
| Rigidbody.ClosestPointOnBounds | The closest point to the bounding box of the attached colliders. |
| Rigidbody.Drag | The drag of the object. |
| Rigidbody.Get | Gets the Rigidbody attached to GameObject. |
| Rigidbody.GetPointVelocity | The velocity of the rigidbody at the point worldPoint in global space. |
| Rigidbody.GetRelativePointVelocity | The velocity relative to the rigidbody at the point relativePoint. |
| Rigidbody.InertiaTensor | The diagonal inertia tensor of mass relative to the center of mass. |
| Rigidbody.InertiaTensorRotation | The rotation of the inertia tensor. |
| Rigidbody.Mass | The mass of the rigidbody. |
| Rigidbody.MaxAngularVelocity | The maximimum angular velocity of the rigidbody. |
| Rigidbody.Position | The position of the rigidbody. |
| Rigidbody.Rotation | The rotation of the rigidbody. |
| Rigidbody.SolverIterationCount | The iteration count of the solver. |
| Rigidbody.Velocity | The velocity vector of the rigidbody. |
| Rigidbody.WorldCenterOfMass | The center of mass of the rigidbody in world space. |
Rigidbody2D¶
| Class Name | Description |
|---|---|
| Rigidbody2D.AngularDrag | The angular drag of the object. |
| Rigidbody2D.AngularVelocity | The angular velocity of the Rigidbody2D measured in radians per second. |
| Rigidbody2D.CenterOfMass | The center of mass relative to the transform's origin. |
| Rigidbody2D.Drag | The drag of the object. |
| Rigidbody2D.Get | Gets the Rigidbody2D attached to GameObject. |
| Rigidbody2D.GetPoint | Get a local space point given the point Point in rigidBody global space. |
| Rigidbody2D.GetPointVelocity | The velocity of the Rigidbody2D at the point Point in global space. |
| Rigidbody2D.GetRelativePoint | Get a global space point given the point relativePoint in rigidBody local space. |
| Rigidbody2D.GetRelativePointVelocity | Get a global space point given the point RelativePoint in rigidBody local space. |
| Rigidbody2D.GetRelativeVector | Get a global space vector given the vector RelativeVector in rigidBody local space. |
| Rigidbody2D.GetVector | Get a local space vector given the vector Vector in rigidBody global space. |
| Rigidbody2D.GravityScale | The degree to which this object is affected by gravity. |
| Rigidbody2D.Inertia | The rigidBody rotational inertia. |
| Rigidbody2D.Mass | Mass of the rigidbody. |
| Rigidbody2D.Position | The position of the rigidbody. |
| Rigidbody2D.Rotation | The rotation of the rigidbody. |
| Rigidbody2D.Velocity | Linear velocity of the rigidbody. |
| Rigidbody2D.WorldCenterOfMass | Gets the center of mass of the rigidBody in global space. |
String¶
| Class Name | Description |
|---|---|
| String.Concat | Concatenate strings. |
| String.Join | Concatenate strings. using the specified separator between each element. |
| ToString | Convert the value to a string. |
Transform¶
| Class Name | Description |
|---|---|
| Transform.EulerAngles | The rotation as Euler angles in degrees. |
| Transform.Forward | The blue axis of the transform in world space. |
| Transform.Get | Gets the Transform attached to GameObject. |
| Transform.InverseTransformDirection | Transforms a direction from world space to local space. |
| Transform.InverseTransformPoint | Transforms Point from world space to local space. |
| Transform.InverseTransformVector | Transforms a Vector from world space to local space. |
| Transform.LocalEulerAngles | The rotation as Euler angles in degrees relative to the parent transform's rotation. |
| Transform.LocalPosition | Position of the transform relative to the parent transform. |
| Transform.LocalRotation | The rotation of the transform relative to the parent transform's rotation. |
| Transform.LocalScale | The scale of the transform relative to the parent. |
| Transform.LossyScale | The global scale of the object |
| Transform.Parent | The parent of the transform. |
| Transform.Position | The position of the transform in world space. |
| Transform.Right | The red axis of the transform in world space. |
| Transform.Root | Gets the topmost transform in the hierarchy. |
| Transform.Rotation | The rotation of the transform in world space stored as a Quaternion. |
| Transform.TransformDirection | Transforms Direction from local space to world space. |
| Transform.TransformPoint | Transforms Point from local space to world space. |
| Transform.TransformVector | Transforms Vector from local space to world space. |
| Transform.Up | The green axis of the transform in world space. |
Vector2¶
| Class Name | Description |
|---|---|
| Vector2.Add | Add Vector2. |
| Vector2.Angle | Calculates the angle in degrees between from and to. |
| Vector2.ClampMagnitude | Calculates a vector with its magnitude clamped to MaxLength. |
| Vector2.Compose | Compose Vector2. |
| Vector2.Decompose | Decompose Vector2. |
| Vector2.Distance | Calculates the distance between A and B. |
| Vector2.Div | Divide Vector 2 by float. |
| Vector2.Dot | Dot Product of two vectors. |
| Vector2.Lerp | Linear interpolation is performed between the vectors of From and To with the interpolation parameter T. |
| Vector2.Magnitude | The length of vector. |
| Vector2.Max | Create a vector that is made from the largest components of two vectors. |
| Vector2.Min | Create a vector that is made from the smallest components of two vectors. |
| Vector2.MoveTowards | Calculating a vector that moves from the current position Current to Target. |
| Vector2.Mul | Multiply Vector 2 by float. |
| Vector2.Negative | To invert the sign of the Vector2. |
| Vector2.Normalize | Vector 2 normalized vector |
| Vector2.Scale | Multiplies two vectors component-wise. |
| Vector2.SqrMagnitude | Calculate the length of the square of the vector. |
| Vector2.Sub | Subtract Vector2. |
| Vector2.ToVector3 | Vector 2 is converted to Vector 3. |
Vector3¶
| Class Name | Description |
|---|---|
| Vector3.Add | Add Vector3. |
| Vector3.Angle | Calculates the angle in degrees between from and to. |
| Vector3.ClampMagnitude | Calculates a vector with its magnitude clamped to MaxLength. |
| Vector3.Compose | Compose Vector3. |
| Vector3.Cross | Cross Product of two vectors. |
| Vector3.Decompose | Decompose Vector3. |
| Vector3.Distance | Calculates the distance between A and B. |
| Vector3.Div | Divide Vector 2 by float. |
| Vector3.Dot | Dot Product of two vectors. |
| Vector3.Lerp | Linear interpolation is performed between the vectors of From and To with the interpolation parameter T. |
| Vector3.Magnitude | The length of vector. |
| Vector3.Max | Create a vector that is made from the largest components of two vectors. |
| Vector3.Min | Create a vector that is made from the smallest components of two vectors. |
| Vector3.MoveTowards | Calculating a vector that moves from the current position Current to Target. |
| Vector3.Mul | Multiply Vector3 by float. |
| Vector3.Negative | To invert the sign of the Vector3. |
| Vector3.Normalize | Vector3 normalized vector |
| Vector3.OrthoNormalize | Calculate so that the vector is normalized and orthogonal to other vectors. |
| Vector3.OrthoNormalize2 | Calculate so that the vector is normalized and orthogonal to other vectors. |
| Vector3.Project | Calculate so that the vector is normalized and orthogonal to other vectors. |
| Vector3.ProjectOnPlane | Projects a vector onto a plane defined by a normal orthogonal to the plane. |
| Vector3.Reflect | Reflects a vector off the plane defined by a normal. |
| Vector3.RotateTowards | Rotates a vector Current towards Target. |
| Vector3.Scale | Multiplies two vectors component-wise. |
| Vector3.Slerp | Spherical linear interpolation is performed between the vectors of From and To with the interpolation parameter T. |
| Vector3.SqrMagnitude | Calculate the length of the square of the vector. |
| Vector3.Sub | Subtract Vector3. |
| Vector3.ToVector2 | Vector3 is converted to Vector2. |