UnityEngine Surface
TL;DR: CVR ships ~288 generated per-type binders covering a deliberately scoped slice of Unity: core engine objects (Transform, GameObject, Rigidbody, Colliders, Renderer, Material, Texture, etc.), animation, audio mixers, full NavMesh, rendering command buffers, SceneManagement, core UI graphics, and TMPro. This page lists what’s covered by namespace, with links back to the on-disk files.
How to tell if a type is bound
Section titled “How to tell if a type is bound”- Look in
CVR-GameFiles/WasmBinder.Links.{Namespace}/{TypeName}Link.cs. - Look in
CVR-GameFiles/WasmBinder.LinksManual.UnityEngine/for any overrides (Debug, GameObject, GraphicsBuffer, Object). - If neither exists, the type is not bound. The guest-side shim from CCKWasmModule will typically refuse to compile against it.
UnityEngine (169 types)
Section titled “UnityEngine (169 types)”Path: CVR-GameFiles/WasmBinder.Links.UnityEngine/.
Coverage grouped by top-level concern:
Scene graph
Section titled “Scene graph”Transform,RectTransformGameObject(manual overrides inLinksManual.UnityEngine/GameObjectLinksManual.cs)Object(manual, covers base class identity)Component
Rendering
Section titled “Rendering”Renderer,MeshRenderer,SkinnedMeshRendererMaterial,MaterialPropertyBlock,MaterialGlobalIlluminationFlagsMesh,MeshFilter,MeshTopology,MeshColliderTexture,Texture2D,Texture3D,Texture2DArray,TextureFormat,TextureWrapMode,FilterMode,RenderTexture,RenderBuffer,CustomRenderTexture,CustomRenderTextureInitializationSource,CustomRenderTextureUpdateMode,CustomRenderTextureUpdateZoneSpaceShader,Hash128
Lighting
Section titled “Lighting”Light,LightBakingOutput,LightProbeProxyVolume,LightProbes,LightmapSettings,LightmapData,LightShadowResolution,LightShadows,LightShape,LightType,LightRenderModeReflectionProbe
Cameras
Section titled “Cameras”Camera,CameraType,CameraClearFlags,CameraEvent(inRendering)FlareLayer,FlareStereoscopicEye,StereoTargetEyeMask,SinglePassStereoMode(inRendering)
Animation
Section titled “Animation”Animator,AnimatorClipInfo,AnimatorControllerParameter,AnimatorCullingMode,AnimatorRecorderMode,AnimatorUpdateModeAnimationClip,AnimationCurve,AnimationEventMotion,MotionVectorGenerationModeAvatar,AvatarIKGoal,AvatarIKHint,AvatarTarget
Physics
Section titled “Physics”Rigidbody,RigidbodyConstraints,RigidbodyInterpolation,RigidbodyType2DCollider,BoxCollider,SphereCollider,CapsuleCollider,MeshCollider,WheelCollider,CharacterControllerArticulationBody,ArticulationDofLock,ArticulationDrive,ArticulationDriveType,ArticulationJointType,ArticulationReducedSpacePhysics,PhysicsScene,PhysicMaterial,PhysicMaterialCombineRaycastHit,RaycastHit2D,QueryTriggerInteractionForceMode,CollisionDetectionMode,CollisionFlagsJointvariants (character, fixed, hinge, spring, …)Bounds,BoundingBoxMode
AudioSource,AudioListener,AudioClip,AudioBehaviourAudioRolloffMode,AudioVelocityUpdateMode- See also
UnityEngine.Audiobelow.
Time / input / misc
Section titled “Time / input / misc”Time(read-only)KeyCode,LayerMask,SpacePrimitiveType,HideFlagsCoroutineWaitForSeconds,WaitForEndOfFrame,WaitForFixedUpdate,WaitUntil,WaitWhile(check per-type)Quaternion,Vector2,Vector3,Vector4,Color,Color32,Matrix4x4(value types surfaced by value)
Particles
Section titled “Particles”ParticleSystemand related enums
Utility
Section titled “Utility”Debug(manual)GraphicsBuffer(manual)RandomGeometryUtility,PlayerLoopSystem,PlayerLoop
Exact list: ls "CVR-GameFiles/WasmBinder.Links.UnityEngine/".
UnityEngine.AI (24 types)
Section titled “UnityEngine.AI (24 types)”Path: CVR-GameFiles/WasmBinder.Links.UnityEngine.AI/. Full NavMesh surface:
NavMeshAgent, NavMeshObstacle, NavMesh, NavMeshData, NavMeshDataInstance, NavMeshLink, NavMeshLinkData, NavMeshLinkInstance, NavMeshHit, NavMeshPath, NavMeshPathStatus, NavMeshQueryFilter, NavMeshTriangulation, NavMeshBuildDebugFlags, NavMeshBuildDebugSettings, NavMeshBuilder, NavMeshBuildMarkup, NavMeshBuildSource, NavMeshBuildSourceShape, NavMeshCollectGeometry, NavMeshObstacleShape, ObstacleAvoidanceType, OffMeshLink, OffMeshLinkData, OffMeshLinkType.
UnityEngine.Audio (4 types)
Section titled “UnityEngine.Audio (4 types)”Path: CVR-GameFiles/WasmBinder.Links.UnityEngine.Audio/.
AudioMixer, AudioMixerGroup, AudioMixerSnapshot, AudioMixerUpdateMode.
UnityEngine.EventSystems (1 type)
Section titled “UnityEngine.EventSystems (1 type)”Path: CVR-GameFiles/WasmBinder.Links.UnityEngine.EventSystems/.
UIBehaviour. Most UI event interfaces (IPointerClickHandler, etc.) are not bound — use persistent UnityEvents via the inspector (see Unity Events Rewiring).
UnityEngine.Experimental.Rendering (7 types)
Section titled “UnityEngine.Experimental.Rendering (7 types)”Path: CVR-GameFiles/WasmBinder.Links.UnityEngine.Experimental.Rendering/.
DefaultFormat, GraphicsFormat, RayTracingAccelerationStructure, RayTracingMode, RayTracingShader, RayTracingSubMeshFlags, TextureCreationFlags.
UnityEngine.Rendering (54 types)
Section titled “UnityEngine.Rendering (54 types)”Path: CVR-GameFiles/WasmBinder.Links.UnityEngine.Rendering/. Full CommandBuffer + scriptable rendering pipeline surface. Highlights:
CommandBuffer,CommandBufferExecutionFlagsAsyncGPUReadbackRequestBuiltinRenderTextureType,CameraEvent,CameraPropertiesComputeQueueType,GraphicsFence,GraphicsFenceType,GraphicsTierIndexFormat,MeshUpdateFlags,SubMeshDescriptor,VertexAttribute*LocalKeyword,GlobalKeyword,LocalKeywordSpace,ShaderKeywordType,ShaderPropertyFlags,ShaderPropertyType,ShaderTagIdRenderTargetBinding,RenderTargetFlags,RenderTargetIdentifierReflectionProbe*variantsShadowCastingMode,ShadowSamplingModeSphericalHarmonicsL2ScriptableCullingParameters,LODParameters,RendererListSynchronisationStage*
UnityEngine.SceneManagement (1 type)
Section titled “UnityEngine.SceneManagement (1 type)”Path: CVR-GameFiles/WasmBinder.Links.UnityEngine.SceneManagement/.
Scene struct. Scene loading APIs (SceneManager.LoadScene, etc.) are not bound — CVR manages world scene loading itself.
UnityEngine.UI (3 types)
Section titled “UnityEngine.UI (3 types)”Path: CVR-GameFiles/WasmBinder.Links.UnityEngine.UI/.
Graphic, MaskableGraphic, CanvasUpdate.
Most UI widgets (Button, Slider, Toggle, Image, Text, Dropdown, InputField, ScrollRect) are available via the CCKWasmModule shim without direct binder links — scripts interact with them via their persistent UnityEvents and by reading serialized state on the wrapped component. If you need runtime mutation of UI state you go through Transform, GameObject, or MaskableGraphic.
TMPro (16 types)
Section titled “TMPro (16 types)”Path: CVR-GameFiles/WasmBinder.Links.TMPro/.
TextMeshProUGUI(the UI variant used in CVR worlds)TMP_Text,TMP_Style- Alignment/style/color enums:
HorizontalAlignmentOptions,VerticalAlignmentOptions,TextAlignmentOptions,FontStyles,FontWeight,ColorMode,TextOverflowModes,TextRenderFlags,TextureMappingOptions,TMP_VertexDataUpdateFlags,VertexGradient,VertexSortingOrder
CVR-specific Unity types (5)
Section titled “CVR-specific Unity types (5)”Path: CVR-GameFiles/WasmBinder.Links.CVR/.
CVRCamera, CVRCameraRenderingMode, CVRPlayerCamera, CVRPortableCamera.
These augment the CVR host bindings with typed access to CVR’s camera components. Plus the CCK component set — documented separately in the CCK section of this book.
Representative binding shape
Section titled “Representative binding shape”CVR-GameFiles/WasmBinder.Links.UnityEngine/TransformLink.cs:
linker.DefineFunction("UnityEngine", "UnityEngineTransform__get__position", (CallerAction<long, int>)delegate(Caller callerParam, long selfObjectId, int positionPointer){ StoreData data = WasmBindingUtils.GetData(callerParam); CVRScriptScopeContext scope = CVRScriptScopeContext.Any; try { Transform transform = WasmBindingUtils.IdToClass<Transform>(data, selfObjectId, ref scope); data.AccessManager.CheckAccess("UnityEngineTransform__get__position", CVRScriptObjectContext.Any, CVRScriptOwnerContext.Any, CVRScriptScopeContext.Any, scope); data.Memory.Write(positionPointer, transform.position); } catch (Exception ex) { WasmBindingUtils.RaiseException(data, ex); }});Every generated getter follows this skeleton. Setters swap Memory.Write for Memory.Read and narrow the scope mask to Self.
Related
Section titled “Related”- Not Exposed — what’s absent and why it matters.
- CVR Host Functions — the CVR-specific surface.