Calculator Reference

Here is a reference built-in Calculator of Arbor.

Bool

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

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

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

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

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

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

Component.GetGameObject Output Component's GameObject.

Float

Float.Add Add float.
Float.Compare Compare floats.
Float.Div Divide the float.
Float.Mul Multiply by float.
Float.Negative To invert the sign of the float.
Float.Sub Subtract float.
Float.ToInt Convert float to int.

Int

Int.Add Add int.
Int.Compare Compare int.
Int.Div Divide the int.
Int.Mul Multiply by int.
Int.Negative To invert the sign of the int.
Int.Sub Subtract int.
Int.ToFloat Convert int to float.

Mathf

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.

Quaternion

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.

RaycastHit

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

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

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

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

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

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.

Transform

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

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

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.