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<doc>
  <members>
    <assembly>
      <name>UnityEngine.IMGUIModule</name>
    </assembly>
    <member name="T:UnityEngine.Event">
      <summary>
        <para>A UnityGUI event.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.alt">
      <summary>
        <para>Is Alt/Option key held down? (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.button">
      <summary>
        <para>Which mouse button was pressed.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.capsLock">
      <summary>
        <para>Is Caps Lock on? (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.character">
      <summary>
        <para>The character typed.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.clickCount">
      <summary>
        <para>How many consecutive mouse clicks have we received.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.command">
      <summary>
        <para>Is Command/Windows key held down? (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.commandName">
      <summary>
        <para>The name of an ExecuteCommand or ValidateCommand Event.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.control">
      <summary>
        <para>Is Control key held down? (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.current">
      <summary>
        <para>The current event that's being processed right now.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.delta">
      <summary>
        <para>The relative movement of the mouse compared to last event.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.displayIndex">
      <summary>
        <para>Index of display that the event belongs to.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.functionKey">
      <summary>
        <para>Is the current keypress a function key? (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.isKey">
      <summary>
        <para>Is this event a keyboard event? (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.isMouse">
      <summary>
        <para>Is this event a mouse event? (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.keyCode">
      <summary>
        <para>The raw key code for keyboard events.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.modifiers">
      <summary>
        <para>Which modifier keys are held down.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.mousePosition">
      <summary>
        <para>The mouse position.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.numeric">
      <summary>
        <para>Is the current keypress on the numeric keyboard? (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.shift">
      <summary>
        <para>Is Shift held down? (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Event.type">
      <summary>
        <para>The type of event.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Event.GetEventCount">
      <summary>
        <para>Returns the current number of events that are stored in the event queue.</para>
      </summary>
      <returns>
        <para>Current number of events currently in the event queue.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Event.GetTypeForControl(System.Int32)">
      <summary>
        <para>Get a filtered event type for a given control ID.</para>
      </summary>
      <param name="controlID">The ID of the control you are querying from.</param>
    </member>
    <member name="M:UnityEngine.Event.KeyboardEvent(System.String)">
      <summary>
        <para>Create a keyboard event.</para>
      </summary>
      <param name="key"></param>
    </member>
    <member name="M:UnityEngine.Event.PopEvent(UnityEngine.Event)">
      <summary>
        <para>Get the next queued [Event] from the event system.</para>
      </summary>
      <param name="outEvent">Next Event.</param>
    </member>
    <member name="M:UnityEngine.Event.Use">
      <summary>
        <para>Use this event.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.EventModifiers">
      <summary>
        <para>Types of modifier key that can be active during a keystroke event.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventModifiers.Alt">
      <summary>
        <para>Alt key.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventModifiers.CapsLock">
      <summary>
        <para>Caps lock key.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventModifiers.Command">
      <summary>
        <para>Command key (Mac).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventModifiers.Control">
      <summary>
        <para>Control key.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventModifiers.FunctionKey">
      <summary>
        <para>Function key.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventModifiers.None">
      <summary>
        <para>No modifier key pressed during a keystroke event.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventModifiers.Numeric">
      <summary>
        <para>Num lock key.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventModifiers.Shift">
      <summary>
        <para>Shift key.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.EventType">
      <summary>
        <para>Types of UnityGUI input and processing events.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.ContextClick">
      <summary>
        <para>User has right-clicked (or control-clicked on the mac).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.DragExited">
      <summary>
        <para>Editor only: drag &amp; drop operation exited.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.DragPerform">
      <summary>
        <para>Editor only: drag &amp; drop operation performed.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.DragUpdated">
      <summary>
        <para>Editor only: drag &amp; drop operation updated.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.ExecuteCommand">
      <summary>
        <para>Execute a special command (eg. copy &amp; paste).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.Ignore">
      <summary>
        <para>Event should be ignored.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.KeyDown">
      <summary>
        <para>A keyboard key was pressed.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.KeyUp">
      <summary>
        <para>A keyboard key was released.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.Layout">
      <summary>
        <para>A layout event.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.MouseDown">
      <summary>
        <para>Mouse button was pressed.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.MouseDrag">
      <summary>
        <para>Mouse was dragged.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.MouseEnterWindow">
      <summary>
        <para>Mouse entered a window (Editor views only).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.MouseLeaveWindow">
      <summary>
        <para>Mouse left a window (Editor views only).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.MouseMove">
      <summary>
        <para>Mouse was moved (Editor views only).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.MouseUp">
      <summary>
        <para>Mouse button was released.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.Repaint">
      <summary>
        <para>A repaint event. One is sent every frame.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.ScrollWheel">
      <summary>
        <para>The scroll wheel was moved.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.Used">
      <summary>
        <para>Already processed event.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.EventType.ValidateCommand">
      <summary>
        <para>Validates a special command (e.g. copy &amp; paste).</para>
      </summary>
    </member>
    <member name="T:UnityEngine.FocusType">
      <summary>
        <para>Used by GUIUtility.GetControlID to inform the IMGUI system if a given control can get keyboard focus. This allows the IMGUI system to give focus appropriately when a user presses tab for cycling between controls.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.FocusType.Keyboard">
      <summary>
        <para>This control can receive keyboard focus.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.FocusType.Passive">
      <summary>
        <para>This control can not receive keyboard focus.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.GUI">
      <summary>
        <para>The GUI class is the interface for Unity's GUI with manual positioning.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.backgroundColor">
      <summary>
        <para>Global tinting color for all background elements rendered by the GUI.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.changed">
      <summary>
        <para>Returns true if any controls changed the value of the input data.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.color">
      <summary>
        <para>Global tinting color for the GUI.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.contentColor">
      <summary>
        <para>Tinting color for all text rendered by the GUI.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.depth">
      <summary>
        <para>The sorting depth of the currently executing GUI behaviour.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.enabled">
      <summary>
        <para>Is the GUI enabled?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.matrix">
      <summary>
        <para>The GUI transform matrix.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.skin">
      <summary>
        <para>The global skin to use.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.tooltip">
      <summary>
        <para>The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only).</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect)">
      <summary>
        <para>Begin a group. Must be matched with a call to EndGroup.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,System.String)">
      <summary>
        <para>Begin a group. Must be matched with a call to EndGroup.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.Texture)">
      <summary>
        <para>Begin a group. Must be matched with a call to EndGroup.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIContent)">
      <summary>
        <para>Begin a group. Must be matched with a call to EndGroup.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin a group. Must be matched with a call to EndGroup.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin a group. Must be matched with a call to EndGroup.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin a group. Must be matched with a call to EndGroup.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin a group. Must be matched with a call to EndGroup.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect)">
      <summary>
        <para>Begin a scrolling view inside your GUI.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the ScrollView.</param>
      <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
      <param name="viewRect">The rectangle used inside the scrollview.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.</param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean)">
      <summary>
        <para>Begin a scrolling view inside your GUI.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the ScrollView.</param>
      <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
      <param name="viewRect">The rectangle used inside the scrollview.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.</param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin a scrolling view inside your GUI.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the ScrollView.</param>
      <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
      <param name="viewRect">The rectangle used inside the scrollview.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.</param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin a scrolling view inside your GUI.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the ScrollView.</param>
      <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
      <param name="viewRect">The rectangle used inside the scrollview.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.</param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,System.String)">
      <summary>
        <para>Create a Box on the GUI Layer.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the box.</param>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.Texture)">
      <summary>
        <para>Create a Box on the GUI Layer.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the box.</param>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.GUIContent)">
      <summary>
        <para>Create a Box on the GUI Layer.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the box.</param>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a Box on the GUI Layer.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the box.</param>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a Box on the GUI Layer.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the box.</param>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a Box on the GUI Layer.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the box.</param>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.BringWindowToBack(System.Int32)">
      <summary>
        <para>Bring a specific window to back of the floating windows.</para>
      </summary>
      <param name="windowID">The identifier used when you created the window in the Window call.</param>
    </member>
    <member name="M:UnityEngine.GUI.BringWindowToFront(System.Int32)">
      <summary>
        <para>Bring a specific window to front of the floating windows.</para>
      </summary>
      <param name="windowID">The identifier used when you created the window in the Window call.</param>
    </member>
    <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,System.String)">
      <summary>
        <para>Make a single press button. The user clicks them and something happens immediately.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.Texture)">
      <summary>
        <para>Make a single press button. The user clicks them and something happens immediately.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.GUIContent)">
      <summary>
        <para>Make a single press button. The user clicks them and something happens immediately.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a single press button. The user clicks them and something happens immediately.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a single press button. The user clicks them and something happens immediately.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a single press button. The user clicks them and something happens immediately.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.DragWindow(UnityEngine.Rect)">
      <summary>
        <para>Make a window draggable.</para>
      </summary>
      <param name="position">The part of the window that can be dragged. This is clipped to the actual window.</param>
    </member>
    <member name="M:UnityEngine.GUI.DragWindow">
      <summary>
        <para>If you want to have the entire window background to act as a drag area, use the version of DragWindow that takes no parameters and put it at the end of the window function.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture)">
      <summary>
        <para>Draw a texture within a rectangle.</para>
      </summary>
      <param name="position">Rectangle on the screen to draw the texture within.</param>
      <param name="image">Texture to display.</param>
      <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
      <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param>
      <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.  Pass in w/h for the desired aspect ratio.  This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param>
    </member>
    <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode)">
      <summary>
        <para>Draw a texture within a rectangle.</para>
      </summary>
      <param name="position">Rectangle on the screen to draw the texture within.</param>
      <param name="image">Texture to display.</param>
      <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
      <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param>
      <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.  Pass in w/h for the desired aspect ratio.  This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param>
    </member>
    <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Boolean)">
      <summary>
        <para>Draw a texture within a rectangle.</para>
      </summary>
      <param name="position">Rectangle on the screen to draw the texture within.</param>
      <param name="image">Texture to display.</param>
      <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
      <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param>
      <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.  Pass in w/h for the desired aspect ratio.  This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param>
    </member>
    <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Boolean,System.Single)">
      <summary>
        <para>Draw a texture within a rectangle.</para>
      </summary>
      <param name="position">Rectangle on the screen to draw the texture within.</param>
      <param name="image">Texture to display.</param>
      <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
      <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param>
      <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.  Pass in w/h for the desired aspect ratio.  This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param>
    </member>
    <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Boolean,System.Single,UnityEngine.Color,System.Single,System.Single)">
      <summary>
        <para>Draws a border with rounded corners within a rectangle. The texture is used to pattern the border.  Note that this method only works on shader model 2.5 and above.</para>
      </summary>
      <param name="position">Rectangle on the screen to draw the texture within.</param>
      <param name="image">Texture to display.</param>
      <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
      <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param>
      <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.  Pass in w/h for the desired aspect ratio.  This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param>
      <param name="color">A tint color to apply on the texture.</param>
      <param name="borderWidth">The width of the border. If 0, the full texture is drawn.</param>
      <param name="borderWidths">The width of the borders (left, top, right and bottom). If Vector4.zero, the full texture is drawn.</param>
      <param name="cornerRadius">The radius for rounded corners. If 0, corners will not be rounded.</param>
    </member>
    <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Boolean,System.Single,UnityEngine.Color,UnityEngine.Vector4,System.Single)">
      <summary>
        <para>Draws a border with rounded corners within a rectangle. The texture is used to pattern the border.  Note that this method only works on shader model 2.5 and above.</para>
      </summary>
      <param name="position">Rectangle on the screen to draw the texture within.</param>
      <param name="image">Texture to display.</param>
      <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
      <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param>
      <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.  Pass in w/h for the desired aspect ratio.  This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param>
      <param name="color">A tint color to apply on the texture.</param>
      <param name="borderWidth">The width of the border. If 0, the full texture is drawn.</param>
      <param name="borderWidths">The width of the borders (left, top, right and bottom). If Vector4.zero, the full texture is drawn.</param>
      <param name="cornerRadius">The radius for rounded corners. If 0, corners will not be rounded.</param>
    </member>
    <member name="M:UnityEngine.GUI.DrawTextureWithTexCoords(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect)">
      <summary>
        <para>Draw a texture within a rectangle with the given texture coordinates.</para>
      </summary>
      <param name="position">Rectangle on the screen to draw the texture within.</param>
      <param name="image">Texture to display.</param>
      <param name="texCoords">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
      <param name="alphaBlend">Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display.</param>
    </member>
    <member name="M:UnityEngine.GUI.DrawTextureWithTexCoords(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Boolean)">
      <summary>
        <para>Draw a texture within a rectangle with the given texture coordinates.</para>
      </summary>
      <param name="position">Rectangle on the screen to draw the texture within.</param>
      <param name="image">Texture to display.</param>
      <param name="texCoords">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
      <param name="alphaBlend">Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display.</param>
    </member>
    <member name="M:UnityEngine.GUI.EndGroup">
      <summary>
        <para>End a group.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUI.EndScrollView">
      <summary>
        <para>Ends a scrollview started with a call to BeginScrollView.</para>
      </summary>
      <param name="handleScrollWheel"></param>
    </member>
    <member name="M:UnityEngine.GUI.EndScrollView(System.Boolean)">
      <summary>
        <para>Ends a scrollview started with a call to BeginScrollView.</para>
      </summary>
      <param name="handleScrollWheel"></param>
    </member>
    <member name="M:UnityEngine.GUI.FocusControl(System.String)">
      <summary>
        <para>Move keyboard focus to a named control.</para>
      </summary>
      <param name="name">Name set using SetNextControlName.</param>
    </member>
    <member name="M:UnityEngine.GUI.FocusWindow(System.Int32)">
      <summary>
        <para>Make a window become the active window.</para>
      </summary>
      <param name="windowID">The identifier used when you created the window in the Window call.</param>
    </member>
    <member name="M:UnityEngine.GUI.GetNameOfFocusedControl">
      <summary>
        <para>Get the name of named control that has focus.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.GUI.GroupScope">
      <summary>
        <para>Disposable helper class for managing BeginGroup / EndGroup.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect)">
      <summary>
        <para>Create a new GroupScope and begin the corresponding group.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,System.String)">
      <summary>
        <para>Create a new GroupScope and begin the corresponding group.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.Texture)">
      <summary>
        <para>Create a new GroupScope and begin the corresponding group.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.GUIContent)">
      <summary>
        <para>Create a new GroupScope and begin the corresponding group.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a new GroupScope and begin the corresponding group.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a new GroupScope and begin the corresponding group.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a new GroupScope and begin the corresponding group.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the group.</param>
      <param name="text">Text to display on the group.</param>
      <param name="image">Texture to display on the group.</param>
      <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param>
      <param name="style">The style to use for the background.</param>
    </member>
    <member name="M:UnityEngine.GUI.HorizontalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the scrollbar.</param>
      <param name="value">The position between min and max.</param>
      <param name="size">How much can we see?</param>
      <param name="leftValue">The value at the left end of the scrollbar.</param>
      <param name="rightValue">The value at the right end of the scrollbar.</param>
      <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <returns>
        <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.HorizontalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the scrollbar.</param>
      <param name="value">The position between min and max.</param>
      <param name="size">How much can we see?</param>
      <param name="leftValue">The value at the left end of the scrollbar.</param>
      <param name="rightValue">The value at the right end of the scrollbar.</param>
      <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <returns>
        <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.HorizontalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single)">
      <summary>
        <para>A horizontal slider the user can drag to change a value between a min and a max.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the slider.</param>
      <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
      <param name="leftValue">The value at the left end of the slider.</param>
      <param name="rightValue">The value at the right end of the slider.</param>
      <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param>
      <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param>
      <returns>
        <para>The value that has been set by the user.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.HorizontalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
      <summary>
        <para>A horizontal slider the user can drag to change a value between a min and a max.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the slider.</param>
      <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
      <param name="leftValue">The value at the left end of the slider.</param>
      <param name="rightValue">The value at the right end of the slider.</param>
      <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param>
      <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param>
      <returns>
        <para>The value that has been set by the user.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,System.String)">
      <summary>
        <para>Make a text or texture label on screen.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the label.</param>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.Texture)">
      <summary>
        <para>Make a text or texture label on screen.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the label.</param>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.GUIContent)">
      <summary>
        <para>Make a text or texture label on screen.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the label.</param>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a text or texture label on screen.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the label.</param>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a text or texture label on screen.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the label.</param>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a text or texture label on screen.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the label.</param>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.ModalWindow">
      <summary>
        <para>Show a Modal Window.</para>
      </summary>
      <param name="id">A unique id number.</param>
      <param name="clientRect">Position and size of the window.</param>
      <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
      <param name="text">Text to appear in the title-bar area of the window, if any.</param>
      <param name="image">An image to appear in the title bar of the window, if any.</param>
      <param name="content">GUIContent to appear in the title bar of the window, if any.</param>
      <param name="style">Style to apply to the window.</param>
    </member>
    <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String)">
      <summary>
        <para>Show a Modal Window.</para>
      </summary>
      <param name="id">A unique id number.</param>
      <param name="clientRect">Position and size of the window.</param>
      <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
      <param name="text">Text to appear in the title-bar area of the window, if any.</param>
      <param name="image">An image to appear in the title bar of the window, if any.</param>
      <param name="content">GUIContent to appear in the title bar of the window, if any.</param>
      <param name="style">Style to apply to the window.</param>
    </member>
    <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture)">
      <summary>
        <para>Show a Modal Window.</para>
      </summary>
      <param name="id">A unique id number.</param>
      <param name="clientRect">Position and size of the window.</param>
      <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
      <param name="text">Text to appear in the title-bar area of the window, if any.</param>
      <param name="image">An image to appear in the title bar of the window, if any.</param>
      <param name="content">GUIContent to appear in the title bar of the window, if any.</param>
      <param name="style">Style to apply to the window.</param>
    </member>
    <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent)">
      <summary>
        <para>Show a Modal Window.</para>
      </summary>
      <param name="id">A unique id number.</param>
      <param name="clientRect">Position and size of the window.</param>
      <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
      <param name="text">Text to appear in the title-bar area of the window, if any.</param>
      <param name="image">An image to appear in the title bar of the window, if any.</param>
      <param name="content">GUIContent to appear in the title bar of the window, if any.</param>
      <param name="style">Style to apply to the window.</param>
    </member>
    <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Show a Modal Window.</para>
      </summary>
      <param name="id">A unique id number.</param>
      <param name="clientRect">Position and size of the window.</param>
      <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
      <param name="text">Text to appear in the title-bar area of the window, if any.</param>
      <param name="image">An image to appear in the title bar of the window, if any.</param>
      <param name="content">GUIContent to appear in the title bar of the window, if any.</param>
      <param name="style">Style to apply to the window.</param>
    </member>
    <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Show a Modal Window.</para>
      </summary>
      <param name="id">A unique id number.</param>
      <param name="clientRect">Position and size of the window.</param>
      <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
      <param name="text">Text to appear in the title-bar area of the window, if any.</param>
      <param name="image">An image to appear in the title bar of the window, if any.</param>
      <param name="content">GUIContent to appear in the title bar of the window, if any.</param>
      <param name="style">Style to apply to the window.</param>
    </member>
    <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Show a Modal Window.</para>
      </summary>
      <param name="id">A unique id number.</param>
      <param name="clientRect">Position and size of the window.</param>
      <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
      <param name="text">Text to appear in the title-bar area of the window, if any.</param>
      <param name="image">An image to appear in the title bar of the window, if any.</param>
      <param name="content">GUIContent to appear in the title bar of the window, if any.</param>
      <param name="style">Style to apply to the window.</param>
    </member>
    <member name="M:UnityEngine.GUI.ModalWindow">
      <summary>
        <para>Show a Modal Window.</para>
      </summary>
      <param name="id">A unique id number.</param>
      <param name="clientRect">Position and size of the window.</param>
      <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
      <param name="text">Text to appear in the title-bar area of the window, if any.</param>
      <param name="image">An image to appear in the title bar of the window, if any.</param>
      <param name="content">GUIContent to appear in the title bar of the window, if any.</param>
      <param name="style">Style to apply to the window.</param>
    </member>
    <member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char)">
      <summary>
        <para>Make a text field where the user can enter a password.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maskChar">Character to mask the password with.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <returns>
        <para>The edited password.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,System.Int32)">
      <summary>
        <para>Make a text field where the user can enter a password.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maskChar">Character to mask the password with.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <returns>
        <para>The edited password.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a text field where the user can enter a password.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maskChar">Character to mask the password with.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <returns>
        <para>The edited password.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,System.Int32,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a text field where the user can enter a password.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maskChar">Character to mask the password with.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <returns>
        <para>The edited password.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,System.String)">
      <summary>
        <para>Make a button that is active as long as the user holds it down.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>True when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.Texture)">
      <summary>
        <para>Make a button that is active as long as the user holds it down.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>True when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.GUIContent)">
      <summary>
        <para>Make a button that is active as long as the user holds it down.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>True when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a button that is active as long as the user holds it down.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>True when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a button that is active as long as the user holds it down.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>True when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a button that is active as long as the user holds it down.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <returns>
        <para>True when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.ScrollTo(UnityEngine.Rect)">
      <summary>
        <para>Scrolls all enclosing scrollviews so they try to make position visible.</para>
      </summary>
      <param name="position"></param>
    </member>
    <member name="T:UnityEngine.GUI.ScrollViewScope">
      <summary>
        <para>Disposable helper class for managing BeginScrollView / EndScrollView.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.ScrollViewScope.handleScrollWheel">
      <summary>
        <para>Whether this ScrollView should handle scroll wheel events. (default: true).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUI.ScrollViewScope.scrollPosition">
      <summary>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect)">
      <summary>
        <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the ScrollView.</param>
      <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
      <param name="viewRect">The rectangle used inside the scrollview.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean)">
      <summary>
        <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the ScrollView.</param>
      <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
      <param name="viewRect">The rectangle used inside the scrollview.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the ScrollView.</param>
      <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
      <param name="viewRect">The rectangle used inside the scrollview.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the ScrollView.</param>
      <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
      <param name="viewRect">The rectangle used inside the scrollview.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
    </member>
    <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,System.String[],System.Int32)">
      <summary>
        <para>Make a grid of buttons.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the grid.</param>
      <param name="selected">The index of the selected grid button.</param>
      <param name="texts">An array of strings to show on the grid buttons.</param>
      <param name="images">An array of textures on the grid buttons.</param>
      <param name="contents">An array of text, image and tooltips for the grid button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],System.Int32)">
      <summary>
        <para>Make a grid of buttons.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the grid.</param>
      <param name="selected">The index of the selected grid button.</param>
      <param name="texts">An array of strings to show on the grid buttons.</param>
      <param name="images">An array of textures on the grid buttons.</param>
      <param name="contents">An array of text, image and tooltips for the grid button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32)">
      <summary>
        <para>Make a grid of buttons.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the grid.</param>
      <param name="selected">The index of the selected grid button.</param>
      <param name="texts">An array of strings to show on the grid buttons.</param>
      <param name="images">An array of textures on the grid buttons.</param>
      <param name="contents">An array of text, image and tooltips for the grid button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,System.String[],System.Int32,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a grid of buttons.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the grid.</param>
      <param name="selected">The index of the selected grid button.</param>
      <param name="texts">An array of strings to show on the grid buttons.</param>
      <param name="images">An array of textures on the grid buttons.</param>
      <param name="contents">An array of text, image and tooltips for the grid button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a grid of buttons.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the grid.</param>
      <param name="selected">The index of the selected grid button.</param>
      <param name="texts">An array of strings to show on the grid buttons.</param>
      <param name="images">An array of textures on the grid buttons.</param>
      <param name="contents">An array of text, image and tooltips for the grid button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a grid of buttons.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the grid.</param>
      <param name="selected">The index of the selected grid button.</param>
      <param name="texts">An array of strings to show on the grid buttons.</param>
      <param name="images">An array of textures on the grid buttons.</param>
      <param name="contents">An array of text, image and tooltips for the grid button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.SetNextControlName(System.String)">
      <summary>
        <para>Set the name of the next control.</para>
      </summary>
      <param name="name"></param>
    </member>
    <member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String)">
      <summary>
        <para>Make a Multi-line text area where the user can edit a string.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,System.Int32)">
      <summary>
        <para>Make a Multi-line text area where the user can edit a string.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a Multi-line text area where the user can edit a string.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a Multi-line text area where the user can edit a string.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String)">
      <summary>
        <para>Make a single-line text field where the user can edit a string.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,System.Int32)">
      <summary>
        <para>Make a single-line text field where the user can edit a string.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a single-line text field where the user can edit a string.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a single-line text field where the user can edit a string.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the text field.</param>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,System.String)">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="value">Is this button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.Texture)">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="value">Is this button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="value">Is this button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="value">Is this button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="value">Is this button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the button.</param>
      <param name="value">Is this button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,System.String[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the toolbar.</param>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the toolbar buttons.</param>
      <param name="images">An array of textures on the toolbar buttons.</param>
      <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.Texture[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the toolbar.</param>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the toolbar buttons.</param>
      <param name="images">An array of textures on the toolbar buttons.</param>
      <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the toolbar.</param>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the toolbar buttons.</param>
      <param name="images">An array of textures on the toolbar buttons.</param>
      <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,System.String[],UnityEngine.GUIStyle)">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the toolbar.</param>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the toolbar buttons.</param>
      <param name="images">An array of textures on the toolbar buttons.</param>
      <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],UnityEngine.GUIStyle)">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the toolbar.</param>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the toolbar buttons.</param>
      <param name="images">An array of textures on the toolbar buttons.</param>
      <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle)">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the toolbar.</param>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the toolbar buttons.</param>
      <param name="images">An array of textures on the toolbar buttons.</param>
      <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUI/ToolbarButtonSize)">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the toolbar.</param>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the toolbar buttons.</param>
      <param name="images">An array of textures on the toolbar buttons.</param>
      <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.GUI.ToolbarButtonSize">
      <summary>
        <para>Determines how toolbar button size is calculated.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GUI.ToolbarButtonSize.FitToContents">
      <summary>
        <para>The width of each toolbar button is calculated based on the width of its content.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GUI.ToolbarButtonSize.Fixed">
      <summary>
        <para>Calculates the button size by dividing the available width by the number of buttons. The minimum size is the maximum content width.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUI.UnfocusWindow">
      <summary>
        <para>Remove focus from all windows.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUI.VerticalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the scrollbar.</param>
      <param name="value">The position between min and max.</param>
      <param name="size">How much can we see?</param>
      <param name="topValue">The value at the top of the scrollbar.</param>
      <param name="bottomValue">The value at the bottom of the scrollbar.</param>
      <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <returns>
        <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.VerticalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the scrollbar.</param>
      <param name="value">The position between min and max.</param>
      <param name="size">How much can we see?</param>
      <param name="topValue">The value at the top of the scrollbar.</param>
      <param name="bottomValue">The value at the bottom of the scrollbar.</param>
      <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <returns>
        <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.VerticalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single)">
      <summary>
        <para>A vertical slider the user can drag to change a value between a min and a max.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the slider.</param>
      <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
      <param name="topValue">The value at the top end of the slider.</param>
      <param name="bottomValue">The value at the bottom end of the slider.</param>
      <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param>
      <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param>
      <returns>
        <para>The value that has been set by the user.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.VerticalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
      <summary>
        <para>A vertical slider the user can drag to change a value between a min and a max.</para>
      </summary>
      <param name="position">Rectangle on the screen to use for the slider.</param>
      <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
      <param name="topValue">The value at the top end of the slider.</param>
      <param name="bottomValue">The value at the bottom end of the slider.</param>
      <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param>
      <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param>
      <returns>
        <para>The value that has been set by the user.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String)">
      <summary>
        <para>Make a popup window.</para>
      </summary>
      <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="id">ID number for the window (can be any value as long as it is unique).</param>
      <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
      <param name="func">Script function to display the window's contents.</param>
      <param name="text">Text to render inside the window.</param>
      <param name="image">Image to render inside the window.</param>
      <param name="content">GUIContent to render inside the window.</param>
      <param name="style">Style information for the window.</param>
      <param name="title">Text displayed in the window's title bar.</param>
      <returns>
        <para>Onscreen rectangle denoting the window's position and size.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture)">
      <summary>
        <para>Make a popup window.</para>
      </summary>
      <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="id">ID number for the window (can be any value as long as it is unique).</param>
      <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
      <param name="func">Script function to display the window's contents.</param>
      <param name="text">Text to render inside the window.</param>
      <param name="image">Image to render inside the window.</param>
      <param name="content">GUIContent to render inside the window.</param>
      <param name="style">Style information for the window.</param>
      <param name="title">Text displayed in the window's title bar.</param>
      <returns>
        <para>Onscreen rectangle denoting the window's position and size.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent)">
      <summary>
        <para>Make a popup window.</para>
      </summary>
      <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="id">ID number for the window (can be any value as long as it is unique).</param>
      <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
      <param name="func">Script function to display the window's contents.</param>
      <param name="text">Text to render inside the window.</param>
      <param name="image">Image to render inside the window.</param>
      <param name="content">GUIContent to render inside the window.</param>
      <param name="style">Style information for the window.</param>
      <param name="title">Text displayed in the window's title bar.</param>
      <returns>
        <para>Onscreen rectangle denoting the window's position and size.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a popup window.</para>
      </summary>
      <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="id">ID number for the window (can be any value as long as it is unique).</param>
      <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
      <param name="func">Script function to display the window's contents.</param>
      <param name="text">Text to render inside the window.</param>
      <param name="image">Image to render inside the window.</param>
      <param name="content">GUIContent to render inside the window.</param>
      <param name="style">Style information for the window.</param>
      <param name="title">Text displayed in the window's title bar.</param>
      <returns>
        <para>Onscreen rectangle denoting the window's position and size.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a popup window.</para>
      </summary>
      <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="id">ID number for the window (can be any value as long as it is unique).</param>
      <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
      <param name="func">Script function to display the window's contents.</param>
      <param name="text">Text to render inside the window.</param>
      <param name="image">Image to render inside the window.</param>
      <param name="content">GUIContent to render inside the window.</param>
      <param name="style">Style information for the window.</param>
      <param name="title">Text displayed in the window's title bar.</param>
      <returns>
        <para>Onscreen rectangle denoting the window's position and size.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Make a popup window.</para>
      </summary>
      <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="id">ID number for the window (can be any value as long as it is unique).</param>
      <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
      <param name="func">Script function to display the window's contents.</param>
      <param name="text">Text to render inside the window.</param>
      <param name="image">Image to render inside the window.</param>
      <param name="content">GUIContent to render inside the window.</param>
      <param name="style">Style information for the window.</param>
      <param name="title">Text displayed in the window's title bar.</param>
      <returns>
        <para>Onscreen rectangle denoting the window's position and size.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.GUI.WindowFunction">
      <summary>
        <para>Callback to draw GUI within a window (used with GUI.Window).</para>
      </summary>
      <param name="id"></param>
    </member>
    <member name="T:UnityEngine.GUIContent">
      <summary>
        <para>The contents of a GUI element.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIContent.image">
      <summary>
        <para>The icon image contained.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GUIContent.none">
      <summary>
        <para>Shorthand for empty content.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIContent.text">
      <summary>
        <para>The text contained.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIContent.tooltip">
      <summary>
        <para>The tooltip of this element.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUIContent.#ctor">
      <summary>
        <para>Constructor for GUIContent in all shapes and sizes.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUIContent.#ctor(System.String)">
      <summary>
        <para>Build a GUIContent object containing only text.</para>
      </summary>
      <param name="text"></param>
    </member>
    <member name="M:UnityEngine.GUIContent.#ctor(UnityEngine.Texture)">
      <summary>
        <para>Build a GUIContent object containing only an image.</para>
      </summary>
      <param name="image"></param>
    </member>
    <member name="M:UnityEngine.GUIContent.#ctor(System.String,UnityEngine.Texture)">
      <summary>
        <para>Build a GUIContent object containing both text and an image.</para>
      </summary>
      <param name="text"></param>
      <param name="image"></param>
    </member>
    <member name="M:UnityEngine.GUIContent.#ctor(System.String,System.String)">
      <summary>
        <para>Build a GUIContent containing some text. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip.</para>
      </summary>
      <param name="text"></param>
      <param name="tooltip"></param>
    </member>
    <member name="M:UnityEngine.GUIContent.#ctor(UnityEngine.Texture,System.String)">
      <summary>
        <para>Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip.</para>
      </summary>
      <param name="image"></param>
      <param name="tooltip"></param>
    </member>
    <member name="M:UnityEngine.GUIContent.#ctor(System.String,UnityEngine.Texture,System.String)">
      <summary>
        <para>Build a GUIContent that contains both text, an image and has a tooltip defined. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip.</para>
      </summary>
      <param name="text"></param>
      <param name="image"></param>
      <param name="tooltip"></param>
    </member>
    <member name="M:UnityEngine.GUIContent.#ctor(UnityEngine.GUIContent)">
      <summary>
        <para>Build a GUIContent as a copy of another GUIContent.</para>
      </summary>
      <param name="src"></param>
    </member>
    <member name="T:UnityEngine.GUILayout">
      <summary>
        <para>The GUILayout class is the interface for Unity gui with automatic layout.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.GUILayout.AreaScope">
      <summary>
        <para>Disposable helper class for managing BeginArea / EndArea.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect)">
      <summary>
        <para>Create a new AreaScope and begin the corresponding Area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,System.String)">
      <summary>
        <para>Create a new AreaScope and begin the corresponding Area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.Texture)">
      <summary>
        <para>Create a new AreaScope and begin the corresponding Area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.GUIContent)">
      <summary>
        <para>Create a new AreaScope and begin the corresponding Area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a new AreaScope and begin the corresponding Area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a new AreaScope and begin the corresponding Area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Create a new AreaScope and begin the corresponding Area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect)">
      <summary>
        <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,System.String)">
      <summary>
        <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.Texture)">
      <summary>
        <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIContent)">
      <summary>
        <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
      </summary>
      <param name="text">Optional text to display in the area.</param>
      <param name="image">Optional texture to display in the area.</param>
      <param name="content">Optional text, image and tooltip top display for this area.</param>
      <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param>
      <param name="screenRect"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin a Horizontal control group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin a Horizontal control group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginHorizontal(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin a Horizontal control group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin a Horizontal control group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin a Horizontal control group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin an automatically laid out scrollview.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="alwaysShowHorizontal"></param>
      <param name="alwaysShowVertical"></param>
      <param name="style"></param>
      <param name="background"></param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin an automatically laid out scrollview.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="alwaysShowHorizontal"></param>
      <param name="alwaysShowVertical"></param>
      <param name="style"></param>
      <param name="background"></param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin an automatically laid out scrollview.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="alwaysShowHorizontal"></param>
      <param name="alwaysShowVertical"></param>
      <param name="style"></param>
      <param name="background"></param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle)">
      <summary>
        <para>Begin an automatically laid out scrollview.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="alwaysShowHorizontal"></param>
      <param name="alwaysShowVertical"></param>
      <param name="style"></param>
      <param name="background"></param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin an automatically laid out scrollview.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="alwaysShowHorizontal"></param>
      <param name="alwaysShowVertical"></param>
      <param name="style"></param>
      <param name="background"></param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin an automatically laid out scrollview.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="alwaysShowHorizontal"></param>
      <param name="alwaysShowVertical"></param>
      <param name="style"></param>
      <param name="background"></param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin an automatically laid out scrollview.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="alwaysShowHorizontal"></param>
      <param name="alwaysShowVertical"></param>
      <param name="style"></param>
      <param name="background"></param>
      <returns>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin a vertical control group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin a vertical control group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginVertical(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin a vertical control group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin a vertical control group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Begin a vertical control group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Box(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout box.</para>
      </summary>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Box(System.String,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout box.</para>
      </summary>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Box(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout box.</para>
      </summary>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Box(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout box.</para>
      </summary>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Box(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout box.</para>
      </summary>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Box(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout box.</para>
      </summary>
      <param name="text">Text to display on the box.</param>
      <param name="image">Texture to display on the box.</param>
      <param name="content">Text, image and tooltip for this box.</param>
      <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Button(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a single press button.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Button(System.String,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a single press button.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Button(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a single press button.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Button(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a single press button.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Button(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a single press button.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Button(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a single press button.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the users clicks the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.EndArea">
      <summary>
        <para>Close a GUILayout block started with BeginArea.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUILayout.EndHorizontal">
      <summary>
        <para>Close a group started with BeginHorizontal.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUILayout.EndScrollView">
      <summary>
        <para>End a scroll view begun with a call to BeginScrollView.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUILayout.EndVertical">
      <summary>
        <para>Close a group started with BeginVertical.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUILayout.ExpandHeight(System.Boolean)">
      <summary>
        <para>Option passed to a control to allow or disallow vertical expansion.</para>
      </summary>
      <param name="expand"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.ExpandWidth(System.Boolean)">
      <summary>
        <para>Option passed to a control to allow or disallow horizontal expansion.</para>
      </summary>
      <param name="expand"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.FlexibleSpace">
      <summary>
        <para>Insert a flexible space element.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUILayout.Height(System.Single)">
      <summary>
        <para>Option passed to a control to give it an absolute height.</para>
      </summary>
      <param name="height"></param>
    </member>
    <member name="T:UnityEngine.GUILayout.HorizontalScope">
      <summary>
        <para>Disposable helper class for managing BeginHorizontal / EndHorizontal.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.HorizontalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a horizontal scrollbar.</para>
      </summary>
      <param name="value">The position between min and max.</param>
      <param name="size">How much can we see?</param>
      <param name="leftValue">The value at the left end of the scrollbar.</param>
      <param name="rightValue">The value at the right end of the scrollbar.</param>
      <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param>
      <returns>
        <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.HorizontalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a horizontal scrollbar.</para>
      </summary>
      <param name="value">The position between min and max.</param>
      <param name="size">How much can we see?</param>
      <param name="leftValue">The value at the left end of the scrollbar.</param>
      <param name="rightValue">The value at the right end of the scrollbar.</param>
      <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param>
      <returns>
        <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.HorizontalSlider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>A horizontal slider the user can drag to change a value between a min and a max.</para>
      </summary>
      <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
      <param name="leftValue">The value at the left end of the slider.</param>
      <param name="rightValue">The value at the right end of the slider.</param>
      <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param>
      <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param>
      <returns>
        <para>The value that has been set by the user.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.HorizontalSlider(System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>A horizontal slider the user can drag to change a value between a min and a max.</para>
      </summary>
      <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
      <param name="leftValue">The value at the left end of the slider.</param>
      <param name="rightValue">The value at the right end of the slider.</param>
      <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param>
      <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param>
      <returns>
        <para>The value that has been set by the user.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Label(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout label.</para>
      </summary>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Label(System.String,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout label.</para>
      </summary>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Label(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout label.</para>
      </summary>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Label(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout label.</para>
      </summary>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Label(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout label.</para>
      </summary>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.Label(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an auto-layout label.</para>
      </summary>
      <param name="text">Text to display on the label.</param>
      <param name="image">Texture to display on the label.</param>
      <param name="content">Text, image and tooltip for this label.</param>
      <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.MaxHeight(System.Single)">
      <summary>
        <para>Option passed to a control to specify a maximum height.</para>
      </summary>
      <param name="maxHeight"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.MaxWidth(System.Single)">
      <summary>
        <para>Option passed to a control to specify a maximum width.</para>
      </summary>
      <param name="maxWidth"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.MinHeight(System.Single)">
      <summary>
        <para>Option passed to a control to specify a minimum height.</para>
      </summary>
      <param name="minHeight"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.MinWidth(System.Single)">
      <summary>
        <para>Option passed to a control to specify a minimum width.
</para>
      </summary>
      <param name="minWidth"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a text field where the user can enter a password.</para>
      </summary>
      <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maskChar">Character to mask the password with.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <param name="options"></param>
      <returns>
        <para>The edited password.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,System.Int32,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a text field where the user can enter a password.</para>
      </summary>
      <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maskChar">Character to mask the password with.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <param name="options"></param>
      <returns>
        <para>The edited password.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a text field where the user can enter a password.</para>
      </summary>
      <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maskChar">Character to mask the password with.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <param name="options"></param>
      <returns>
        <para>The edited password.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a text field where the user can enter a password.</para>
      </summary>
      <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maskChar">Character to mask the password with.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <param name="options"></param>
      <returns>
        <para>The edited password.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the holds down the mouse.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.RepeatButton(System.String,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the holds down the mouse.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the holds down the mouse.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the holds down the mouse.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.RepeatButton(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the holds down the mouse.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
      </summary>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>true when the holds down the mouse.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.GUILayout.ScrollViewScope">
      <summary>
        <para>Disposable helper class for managing BeginScrollView / EndScrollView.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUILayout.ScrollViewScope.handleScrollWheel">
      <summary>
        <para>Whether this ScrollView should handle scroll wheel events. (default: true).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUILayout.ScrollViewScope.scrollPosition">
      <summary>
        <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="style"></param>
      <param name="background"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="style"></param>
      <param name="background"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="style"></param>
      <param name="background"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="style"></param>
      <param name="background"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="style"></param>
      <param name="background"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
      </summary>
      <param name="scrollPosition">The position to use display.</param>
      <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param>
      <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param>
      <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param>
      <param name="options"></param>
      <param name="style"></param>
      <param name="background"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,System.String[],System.Int32,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a Selection Grid.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a Selection Grid.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a Selection Grid.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,System.String[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a Selection Grid.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a Selection Grid.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a Selection Grid.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="content"></param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Space(System.Single)">
      <summary>
        <para>Insert a space in the current layout group.</para>
      </summary>
      <param name="pixels"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.TextArea(System.String,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a multi-line text field where the user can edit a string.</para>
      </summary>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.TextArea(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a multi-line text field where the user can edit a string.</para>
      </summary>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.TextArea(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a multi-line text field where the user can edit a string.</para>
      </summary>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.TextArea(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a multi-line text field where the user can edit a string.</para>
      </summary>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.TextField(System.String,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a single-line text field where the user can edit a string.</para>
      </summary>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.TextField(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a single-line text field where the user can edit a string.</para>
      </summary>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.TextField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a single-line text field where the user can edit a string.</para>
      </summary>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.TextField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a single-line text field where the user can edit a string.</para>
      </summary>
      <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
      <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
      <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The edited string.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="value">Is the button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="value">Is the button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="value">Is the button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="value">Is the button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="value">Is the button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make an on/off toggle button.</para>
      </summary>
      <param name="value">Is the button on or off?</param>
      <param name="text">Text to display on the button.</param>
      <param name="image">Texture to display on the button.</param>
      <param name="content">Text, image and tooltip for this button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The new value of the button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUI/ToolbarButtonSize,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUIStyle,UnityEngine.GUI/ToolbarButtonSize,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUI/ToolbarButtonSize,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a toolbar.</para>
      </summary>
      <param name="selected">The index of the selected button.</param>
      <param name="texts">An array of strings to show on the buttons.</param>
      <param name="images">An array of textures on the buttons.</param>
      <param name="contents">An array of text, image and tooltips for the button.</param>
      <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <param name="buttonSize">Determines how toolbar button size is calculated.</param>
      <returns>
        <para>The index of the selected button.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.GUILayout.VerticalScope">
      <summary>
        <para>Disposable helper class for managing BeginVertical / EndVertical.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new VerticalScope and begin the corresponding vertical group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new VerticalScope and begin the corresponding vertical group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new VerticalScope and begin the corresponding vertical group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new VerticalScope and begin the corresponding vertical group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Create a new VerticalScope and begin the corresponding vertical group.</para>
      </summary>
      <param name="text">Text to display on group.</param>
      <param name="image">Texture to display on group.</param>
      <param name="content">Text, image, and tooltip for this group.</param>
      <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
    </member>
    <member name="M:UnityEngine.GUILayout.VerticalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a vertical scrollbar.</para>
      </summary>
      <param name="value">The position between min and max.</param>
      <param name="size">How much can we see?</param>
      <param name="topValue">The value at the top end of the scrollbar.</param>
      <param name="bottomValue">The value at the bottom end of the scrollbar.</param>
      <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param>
      <returns>
        <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.VerticalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a vertical scrollbar.</para>
      </summary>
      <param name="value">The position between min and max.</param>
      <param name="size">How much can we see?</param>
      <param name="topValue">The value at the top end of the scrollbar.</param>
      <param name="bottomValue">The value at the bottom end of the scrollbar.</param>
      <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param>
      <returns>
        <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.VerticalSlider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>A vertical slider the user can drag to change a value between a min and a max.</para>
      </summary>
      <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
      <param name="topValue">The value at the top end of the slider.</param>
      <param name="bottomValue">The value at the bottom end of the slider.</param>
      <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param>
      <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param>
      <param name="leftValue"></param>
      <param name="rightValue"></param>
      <returns>
        <para>The value that has been set by the user.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.VerticalSlider(System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>A vertical slider the user can drag to change a value between a min and a max.</para>
      </summary>
      <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
      <param name="topValue">The value at the top end of the slider.</param>
      <param name="bottomValue">The value at the bottom end of the slider.</param>
      <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param>
      <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param>
      <param name="leftValue"></param>
      <param name="rightValue"></param>
      <returns>
        <para>The value that has been set by the user.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Width(System.Single)">
      <summary>
        <para>Option passed to a control to give it an absolute width.</para>
      </summary>
      <param name="width"></param>
    </member>
    <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a popup window that layouts its contents automatically.</para>
      </summary>
      <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
      <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param>
      <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param>
      <param name="text">Text to display as a title for the window.</param>
      <param name="image">Texture to display an image in the titlebar.</param>
      <param name="content">Text, image and tooltip for this window.</param>
      <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a popup window that layouts its contents automatically.</para>
      </summary>
      <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
      <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param>
      <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param>
      <param name="text">Text to display as a title for the window.</param>
      <param name="image">Texture to display an image in the titlebar.</param>
      <param name="content">Text, image and tooltip for this window.</param>
      <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a popup window that layouts its contents automatically.</para>
      </summary>
      <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
      <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param>
      <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param>
      <param name="text">Text to display as a title for the window.</param>
      <param name="image">Texture to display an image in the titlebar.</param>
      <param name="content">Text, image and tooltip for this window.</param>
      <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a popup window that layouts its contents automatically.</para>
      </summary>
      <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
      <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param>
      <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param>
      <param name="text">Text to display as a title for the window.</param>
      <param name="image">Texture to display an image in the titlebar.</param>
      <param name="content">Text, image and tooltip for this window.</param>
      <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a popup window that layouts its contents automatically.</para>
      </summary>
      <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
      <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param>
      <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param>
      <param name="text">Text to display as a title for the window.</param>
      <param name="image">Texture to display an image in the titlebar.</param>
      <param name="content">Text, image and tooltip for this window.</param>
      <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Make a popup window that layouts its contents automatically.</para>
      </summary>
      <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
      <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param>
      <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param>
      <param name="text">Text to display as a title for the window.</param>
      <param name="image">Texture to display an image in the titlebar.</param>
      <param name="content">Text, image and tooltip for this window.</param>
      <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.GUILayoutOption">
      <summary>
        <para>Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.GUILayoutUtility">
      <summary>
        <para>Utility functions for implementing and extending the GUILayout class.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single)">
      <summary>
        <para>Reserve layout space for a rectangle with a specific aspect ratio.</para>
      </summary>
      <param name="aspect">The aspect ratio of the element (width / height).</param>
      <param name="style">An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rect for the control.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle)">
      <summary>
        <para>Reserve layout space for a rectangle with a specific aspect ratio.</para>
      </summary>
      <param name="aspect">The aspect ratio of the element (width / height).</param>
      <param name="style">An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rect for the control.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Reserve layout space for a rectangle with a specific aspect ratio.</para>
      </summary>
      <param name="aspect">The aspect ratio of the element (width / height).</param>
      <param name="style">An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rect for the control.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Reserve layout space for a rectangle with a specific aspect ratio.</para>
      </summary>
      <param name="aspect">The aspect ratio of the element (width / height).</param>
      <param name="style">An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rect for the control.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetLastRect">
      <summary>
        <para>Get the rectangle last used by GUILayout for a control.</para>
      </summary>
      <returns>
        <para>The last used rectangle.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle)">
      <summary>
        <para>Reserve layout space for a rectangle for displaying some contents with a specific style.</para>
      </summary>
      <param name="content">The content to make room for displaying.</param>
      <param name="style">The GUIStyle to layout for.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>A rectangle that is large enough to contain content when rendered in style.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Reserve layout space for a rectangle for displaying some contents with a specific style.</para>
      </summary>
      <param name="content">The content to make room for displaying.</param>
      <param name="style">The GUIStyle to layout for.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>A rectangle that is large enough to contain content when rendered in style.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single)">
      <summary>
        <para>Reserve layout space for a rectangle with a fixed content area.</para>
      </summary>
      <param name="width">The width of the area you want.</param>
      <param name="height">The height of the area you want.</param>
      <param name="style">An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rectanlge to put your control in.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle)">
      <summary>
        <para>Reserve layout space for a rectangle with a fixed content area.</para>
      </summary>
      <param name="width">The width of the area you want.</param>
      <param name="height">The height of the area you want.</param>
      <param name="style">An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rectanlge to put your control in.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Reserve layout space for a rectangle with a fixed content area.</para>
      </summary>
      <param name="width">The width of the area you want.</param>
      <param name="height">The height of the area you want.</param>
      <param name="style">An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rectanlge to put your control in.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Reserve layout space for a rectangle with a fixed content area.</para>
      </summary>
      <param name="width">The width of the area you want.</param>
      <param name="height">The height of the area you want.</param>
      <param name="style">An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>The rectanlge to put your control in.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Reserve layout space for a flexible rect.</para>
      </summary>
      <param name="minWidth">The minimum width of the area passed back.</param>
      <param name="maxWidth">The maximum width of the area passed back.</param>
      <param name="minHeight">The minimum width of the area passed back.</param>
      <param name="maxHeight">The maximum width of the area passed back.</param>
      <param name="style">An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
      <summary>
        <para>Reserve layout space for a flexible rect.</para>
      </summary>
      <param name="minWidth">The minimum width of the area passed back.</param>
      <param name="maxWidth">The maximum width of the area passed back.</param>
      <param name="minHeight">The minimum width of the area passed back.</param>
      <param name="maxHeight">The maximum width of the area passed back.</param>
      <param name="style">An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Reserve layout space for a flexible rect.</para>
      </summary>
      <param name="minWidth">The minimum width of the area passed back.</param>
      <param name="maxWidth">The maximum width of the area passed back.</param>
      <param name="minHeight">The minimum width of the area passed back.</param>
      <param name="maxHeight">The maximum width of the area passed back.</param>
      <param name="style">An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
      <summary>
        <para>Reserve layout space for a flexible rect.</para>
      </summary>
      <param name="minWidth">The minimum width of the area passed back.</param>
      <param name="maxWidth">The maximum width of the area passed back.</param>
      <param name="minHeight">The minimum width of the area passed back.</param>
      <param name="maxHeight">The maximum width of the area passed back.</param>
      <param name="style">An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.</param>
      <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,
GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param>
      <returns>
        <para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.GUISettings">
      <summary>
        <para>General settings for how the GUI behaves.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISettings.cursorColor">
      <summary>
        <para>The color of the cursor in text fields.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISettings.cursorFlashSpeed">
      <summary>
        <para>The speed of text field cursor flashes.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISettings.doubleClickSelectsWord">
      <summary>
        <para>Should double-clicking select words in text fields.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISettings.selectionColor">
      <summary>
        <para>The color of the selection rect in text fields.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISettings.tripleClickSelectsLine">
      <summary>
        <para>Should triple-clicking select whole text in text fields.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.GUISkin">
      <summary>
        <para>Defines how GUI looks and behaves.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.box">
      <summary>
        <para>Style used by default for GUI.Box controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.button">
      <summary>
        <para>Style used by default for GUI.Button controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.customStyles">
      <summary>
        <para>Array of GUI styles for specific needs.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.font">
      <summary>
        <para>The default font to use for all styles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.horizontalScrollbar">
      <summary>
        <para>Style used by default for the background part of GUI.HorizontalScrollbar controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.horizontalScrollbarLeftButton">
      <summary>
        <para>Style used by default for the left button on GUI.HorizontalScrollbar controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.horizontalScrollbarRightButton">
      <summary>
        <para>Style used by default for the right button on GUI.HorizontalScrollbar controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.horizontalScrollbarThumb">
      <summary>
        <para>Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.horizontalSlider">
      <summary>
        <para>Style used by default for the background part of GUI.HorizontalSlider controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.horizontalSliderThumb">
      <summary>
        <para>Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.label">
      <summary>
        <para>Style used by default for GUI.Label controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.scrollView">
      <summary>
        <para>Style used by default for the background of ScrollView controls (see GUI.BeginScrollView).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.settings">
      <summary>
        <para>Generic settings for how controls should behave with this skin.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.textArea">
      <summary>
        <para>Style used by default for GUI.TextArea controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.textField">
      <summary>
        <para>Style used by default for GUI.TextField controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.toggle">
      <summary>
        <para>Style used by default for GUI.Toggle controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.verticalScrollbar">
      <summary>
        <para>Style used by default for the background part of GUI.VerticalScrollbar controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.verticalScrollbarDownButton">
      <summary>
        <para>Style used by default for the down button on GUI.VerticalScrollbar controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.verticalScrollbarThumb">
      <summary>
        <para>Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.verticalScrollbarUpButton">
      <summary>
        <para>Style used by default for the up button on GUI.VerticalScrollbar controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.verticalSlider">
      <summary>
        <para>Style used by default for the background part of GUI.VerticalSlider controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.verticalSliderThumb">
      <summary>
        <para>Style used by default for the thumb that is dragged in GUI.VerticalSlider controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUISkin.window">
      <summary>
        <para>Style used by default for Window controls (SA GUI.Window).</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUISkin.FindStyle(System.String)">
      <summary>
        <para>Try to search for a GUIStyle. This functions returns NULL and does not give an error.</para>
      </summary>
      <param name="styleName"></param>
    </member>
    <member name="M:UnityEngine.GUISkin.GetStyle(System.String)">
      <summary>
        <para>Get a named GUIStyle.</para>
      </summary>
      <param name="styleName"></param>
    </member>
    <member name="T:UnityEngine.GUIStyle">
      <summary>
        <para>Styling information for GUI elements.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.active">
      <summary>
        <para>Rendering settings for when the control is pressed down.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.alignment">
      <summary>
        <para>Text alignment.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.border">
      <summary>
        <para>The borders of all background images.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.clipping">
      <summary>
        <para>What to do when the contents to be rendered is too large to fit within the area given.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.contentOffset">
      <summary>
        <para>Pixel offset to apply to the content of this GUIstyle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.fixedHeight">
      <summary>
        <para>If non-0, any GUI elements rendered with this style will have the height specified here.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.fixedWidth">
      <summary>
        <para>If non-0, any GUI elements rendered with this style will have the width specified here.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.focused">
      <summary>
        <para>Rendering settings for when the element has keyboard focus.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.font">
      <summary>
        <para>The font to use for rendering. If null, the default font for the current GUISkin is used instead.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.fontSize">
      <summary>
        <para>The font size to use (for dynamic fonts).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.fontStyle">
      <summary>
        <para>The font style to use (for dynamic fonts).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.hover">
      <summary>
        <para>Rendering settings for when the mouse is hovering over the control.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.imagePosition">
      <summary>
        <para>How image and text of the GUIContent is combined.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.lineHeight">
      <summary>
        <para>The height of one line of text with this style, measured in pixels. (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.margin">
      <summary>
        <para>The margins between elements rendered in this style and any other GUI elements.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.name">
      <summary>
        <para>The name of this GUIStyle. Used for getting them based on name.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.none">
      <summary>
        <para>Shortcut for an empty GUIStyle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.normal">
      <summary>
        <para>Rendering settings for when the component is displayed normally.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.onActive">
      <summary>
        <para>Rendering settings for when the element is turned on and pressed down.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.onFocused">
      <summary>
        <para>Rendering settings for when the element has keyboard and is turned on.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.onHover">
      <summary>
        <para>Rendering settings for when the control is turned on and the mouse is hovering it.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.onNormal">
      <summary>
        <para>Rendering settings for when the control is turned on.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.overflow">
      <summary>
        <para>Extra space to be added to the background image.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.padding">
      <summary>
        <para>Space from the edge of GUIStyle to the start of the contents.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.richText">
      <summary>
        <para>Enable HTML-style tags for Text Formatting Markup.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.stretchHeight">
      <summary>
        <para>Can GUI elements of this style be stretched vertically for better layout?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.stretchWidth">
      <summary>
        <para>Can GUI elements of this style be stretched horizontally for better layouting?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyle.wordWrap">
      <summary>
        <para>Should the text be wordwrapped?</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUIStyle.CalcHeight(UnityEngine.GUIContent,System.Single)">
      <summary>
        <para>How tall this element will be when rendered with content and a specific width.</para>
      </summary>
      <param name="content"></param>
      <param name="width"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.CalcMinMaxWidth(UnityEngine.GUIContent,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Calculate the minimum and maximum widths for this style rendered with content.</para>
      </summary>
      <param name="content"></param>
      <param name="minWidth"></param>
      <param name="maxWidth"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.CalcScreenSize(UnityEngine.Vector2)">
      <summary>
        <para>Calculate the size of an element formatted with this style, and a given space to content.</para>
      </summary>
      <param name="contentSize"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.CalcSize(UnityEngine.GUIContent)">
      <summary>
        <para>Calculate the size of some content if it is rendered with this style.</para>
      </summary>
      <param name="content"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.#ctor">
      <summary>
        <para>Constructor for empty GUIStyle.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUIStyle.#ctor(UnityEngine.GUIStyle)">
      <summary>
        <para>Constructs GUIStyle identical to given other GUIStyle.</para>
      </summary>
      <param name="other"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Draw this GUIStyle on to the screen, internal version.</para>
      </summary>
      <param name="position"></param>
      <param name="isHover"></param>
      <param name="isActive"></param>
      <param name="on"></param>
      <param name="hasKeyboardFocus"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Draw the GUIStyle with a text string inside.</para>
      </summary>
      <param name="position"></param>
      <param name="text"></param>
      <param name="isHover"></param>
      <param name="isActive"></param>
      <param name="on"></param>
      <param name="hasKeyboardFocus"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.Texture,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Draw the GUIStyle with an image inside. If the image is too large to fit within the content area of the style it is scaled down.</para>
      </summary>
      <param name="position"></param>
      <param name="image"></param>
      <param name="isHover"></param>
      <param name="isActive"></param>
      <param name="on"></param>
      <param name="hasKeyboardFocus"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)">
      <summary>
        <para>Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down.</para>
      </summary>
      <param name="position"></param>
      <param name="content"></param>
      <param name="controlID"></param>
      <param name="on"></param>
      <param name="isHover"></param>
      <param name="isActive"></param>
      <param name="hasKeyboardFocus"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Boolean)">
      <summary>
        <para>Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down.</para>
      </summary>
      <param name="position"></param>
      <param name="content"></param>
      <param name="controlID"></param>
      <param name="on"></param>
      <param name="isHover"></param>
      <param name="isActive"></param>
      <param name="hasKeyboardFocus"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down.</para>
      </summary>
      <param name="position"></param>
      <param name="content"></param>
      <param name="controlID"></param>
      <param name="on"></param>
      <param name="isHover"></param>
      <param name="isActive"></param>
      <param name="hasKeyboardFocus"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.DrawCursor(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32)">
      <summary>
        <para>Draw this GUIStyle with selected content.</para>
      </summary>
      <param name="position"></param>
      <param name="content"></param>
      <param name="controlID"></param>
      <param name="Character"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.DrawWithTextSelection(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Draw this GUIStyle with selected content.</para>
      </summary>
      <param name="position"></param>
      <param name="content"></param>
      <param name="controlID"></param>
      <param name="firstSelectedCharacter"></param>
      <param name="lastSelectedCharacter"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.GetCursorPixelPosition(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)">
      <summary>
        <para>Get the pixel position of a given string index.</para>
      </summary>
      <param name="position"></param>
      <param name="content"></param>
      <param name="cursorStringIndex"></param>
    </member>
    <member name="M:UnityEngine.GUIStyle.GetCursorStringIndex(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector2)">
      <summary>
        <para>Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition.</para>
      </summary>
      <param name="position"></param>
      <param name="content"></param>
      <param name="cursorPixelPosition"></param>
    </member>
    <member name="?:UnityEngine.GUIStyle.implop_GUIStyle(string)(System.String)">
      <summary>
        <para>Get a named GUI style from the current skin.</para>
      </summary>
      <param name="str"></param>
    </member>
    <member name="T:UnityEngine.GUIStyleState">
      <summary>
        <para>Specialized values for the given states used by GUIStyle objects.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyleState.background">
      <summary>
        <para>The background image used by GUI elements in this given state.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyleState.scaledBackgrounds">
      <summary>
        <para>Background images used by this state when on a high-resolution screen. It should either be left empty, or contain a single image that is exactly twice the resolution of background. This is only used by the editor. The field is not copied to player data, and is not accessible from player code.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIStyleState.textColor">
      <summary>
        <para>The text color used by GUI elements in this state.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.GUITargetAttribute">
      <summary>
        <para>Allows to control for which display the OnGUI is called.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUITargetAttribute.#ctor">
      <summary>
        <para>Default constructor initializes the attribute for OnGUI to be called for all available displays.</para>
      </summary>
      <param name="displayIndex">Display index.</param>
      <param name="displayIndex1">Display index.</param>
      <param name="displayIndexList">Display index list.</param>
    </member>
    <member name="M:UnityEngine.GUITargetAttribute.#ctor(System.Int32)">
      <summary>
        <para>Default constructor initializes the attribute for OnGUI to be called for all available displays.</para>
      </summary>
      <param name="displayIndex">Display index.</param>
      <param name="displayIndex1">Display index.</param>
      <param name="displayIndexList">Display index list.</param>
    </member>
    <member name="M:UnityEngine.GUITargetAttribute.#ctor(System.Int32,System.Int32)">
      <summary>
        <para>Default constructor initializes the attribute for OnGUI to be called for all available displays.</para>
      </summary>
      <param name="displayIndex">Display index.</param>
      <param name="displayIndex1">Display index.</param>
      <param name="displayIndexList">Display index list.</param>
    </member>
    <member name="M:UnityEngine.GUITargetAttribute.#ctor(System.Int32,System.Int32,System.Int32[])">
      <summary>
        <para>Default constructor initializes the attribute for OnGUI to be called for all available displays.</para>
      </summary>
      <param name="displayIndex">Display index.</param>
      <param name="displayIndex1">Display index.</param>
      <param name="displayIndexList">Display index list.</param>
    </member>
    <member name="T:UnityEngine.GUIUtility">
      <summary>
        <para>Utility class for making new GUI controls.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIUtility.hasModalWindow">
      <summary>
        <para>A global property, which is true if a ModalWindow is being displayed, false otherwise.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIUtility.hotControl">
      <summary>
        <para>The controlID of the current hot control.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIUtility.keyboardControl">
      <summary>
        <para>The controlID of the control that has keyboard focus.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.GUIUtility.systemCopyBuffer">
      <summary>
        <para>Get access to the system-wide pasteboard.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType)">
      <summary>
        <para>Get a unique ID for a control.</para>
      </summary>
      <param name="focus"></param>
      <param name="position"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType,UnityEngine.Rect)">
      <summary>
        <para>Get a unique ID for a control.</para>
      </summary>
      <param name="focus"></param>
      <param name="position"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType)">
      <summary>
        <para>Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls.</para>
      </summary>
      <param name="hint"></param>
      <param name="focus"></param>
      <param name="position"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType,UnityEngine.Rect)">
      <summary>
        <para>Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls.</para>
      </summary>
      <param name="hint"></param>
      <param name="focus"></param>
      <param name="position"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType)">
      <summary>
        <para>Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls.</para>
      </summary>
      <param name="contents"></param>
      <param name="focus"></param>
      <param name="position"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType,UnityEngine.Rect)">
      <summary>
        <para>Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls.</para>
      </summary>
      <param name="contents"></param>
      <param name="focus"></param>
      <param name="position"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.GetStateObject(System.Type,System.Int32)">
      <summary>
        <para>Get a state object from a controlID.</para>
      </summary>
      <param name="t"></param>
      <param name="controlID"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.GUIToScreenPoint(UnityEngine.Vector2)">
      <summary>
        <para>Convert a point from GUI position to screen space.</para>
      </summary>
      <param name="guiPoint"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.QueryStateObject(System.Type,System.Int32)">
      <summary>
        <para>Get an existing state object from a controlID.</para>
      </summary>
      <param name="t"></param>
      <param name="controlID"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.RotateAroundPivot(System.Single,UnityEngine.Vector2)">
      <summary>
        <para>Helper function to rotate the GUI around a point.</para>
      </summary>
      <param name="angle"></param>
      <param name="pivotPoint"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.ScaleAroundPivot(UnityEngine.Vector2,UnityEngine.Vector2)">
      <summary>
        <para>Helper function to scale the GUI around a point.</para>
      </summary>
      <param name="scale"></param>
      <param name="pivotPoint"></param>
    </member>
    <member name="M:UnityEngine.GUIUtility.ScreenToGUIPoint(UnityEngine.Vector2)">
      <summary>
        <para>Convert a point from screen space to GUI position.</para>
      </summary>
      <param name="screenPoint"></param>
    </member>
    <member name="T:UnityEngine.ImagePosition">
      <summary>
        <para>How image and text is placed inside GUIStyle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ImagePosition.ImageAbove">
      <summary>
        <para>Image is above the text.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ImagePosition.ImageLeft">
      <summary>
        <para>Image is to the left of the text.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ImagePosition.ImageOnly">
      <summary>
        <para>Only the image is displayed.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ImagePosition.TextOnly">
      <summary>
        <para>Only the text is displayed.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ScaleMode">
      <summary>
        <para>Scaling mode to draw textures with.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ScaleMode.ScaleAndCrop">
      <summary>
        <para>Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to GUI.DrawTexture. If the texture is being draw to a rectangle with a different aspect ratio than the original, the image is cropped.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ScaleMode.ScaleToFit">
      <summary>
        <para>Scales the texture, maintaining aspect ratio, so it completely fits withing the position rectangle passed to GUI.DrawTexture.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ScaleMode.StretchToFill">
      <summary>
        <para>Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.TextClipping">
      <summary>
        <para>Different methods for how the GUI system handles text being too large to fit the rectangle allocated.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TextClipping.Clip">
      <summary>
        <para>Text gets clipped to be inside the element.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TextClipping.Overflow">
      <summary>
        <para>Text flows freely outside the element.</para>
      </summary>
    </member>
  </members>
</doc>
