Matter 1.0.0
  • Getting Started
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    Matter 1.0.0 API reference

    This reference was generated from Matter's compiled assemblies and source-authored XML documentation. Assembly pages combine authored summaries with conservative descriptions derived from member names, accessors, and signatures. They also include compiled overloads, parameters, and return types. Test, sample, and maintenance-only editor APIs are excluded.

    Assembly Types Public and protected signatures
    MasterTech.Matter.Runtime 72 780
    MasterTech.Matter.Rendering.URP 28 295
    MasterTech.Matter.Editor 5 65
    Total 105 1140

    Use the API integration guide for recommended entry points, lifecycle examples, backend-safe access patterns, and compatibility rules. Use these assembly pages for detailed type and member lookup after choosing an entry point.

    Scope

    • Runtime includes substance data, simulation, world mapping, persistence, diagnostics, and transport-neutral replication contracts.
    • Rendering.URP includes renderers, terrain and lighting fields, atmosphere, collision proxies, heatmaps, and surface configuration.
    • Editor includes supported validation, baking, package-location, and Web build entry points.

    Authored API coverage

    716 supported source entries across 51 types have authored summaries and callable parameters/results. The 21 compiler-provided constructors have no source declaration; the complete index retains their signatures. Other types remain available as advanced reference.

    Supported type Assembly
    MasterTech.Matter.Simulation.MatterSimManager MasterTech.Matter.Runtime
    MasterTech.Matter.Simulation.MatterThermalSource MasterTech.Matter.Runtime
    MasterTech.Matter.Simulation.ThermalSourceMode MasterTech.Matter.Runtime
    MasterTech.Matter.Simulation.MatterSimulationSettings MasterTech.Matter.Runtime
    MasterTech.Matter.Simulation.MatterPresentationResources MasterTech.Matter.Runtime
    MasterTech.Matter.Simulation.Cell MasterTech.Matter.Runtime
    MasterTech.Matter.Simulation.EditCommand MasterTech.Matter.Runtime
    MasterTech.Matter.Simulation.CellExchangeResult MasterTech.Matter.Runtime
    MasterTech.Matter.Simulation.SimulationBackendSwitchResult MasterTech.Matter.Runtime
    MasterTech.Matter.Data.SubstanceDefinition MasterTech.Matter.Runtime
    MasterTech.Matter.Data.SubstanceDatabase MasterTech.Matter.Runtime
    MasterTech.Matter.Data.SubstanceRenderLibrary MasterTech.Matter.Runtime
    MasterTech.Matter.Data.SubstanceRenderingSettings MasterTech.Matter.Runtime
    MasterTech.Matter.Data.SubstanceTextureMappingSettings MasterTech.Matter.Runtime
    MasterTech.Matter.Data.SubstanceTextureVariationSettings MasterTech.Matter.Runtime
    MasterTech.Matter.Data.SubstanceHeightBlendSettings MasterTech.Matter.Runtime
    MasterTech.Matter.Data.SubstanceBoundaryBlendSettings MasterTech.Matter.Runtime
    MasterTech.Matter.Data.SubstanceTransparencySettings MasterTech.Matter.Runtime
    MasterTech.Matter.Data.SubstanceStylizedLightingSettings MasterTech.Matter.Runtime
    MasterTech.Matter.Serialization.MatterWorldPersistence MasterTech.Matter.Runtime
    MasterTech.Matter.Serialization.MatterWorldAsset MasterTech.Matter.Runtime
    MasterTech.Matter.Serialization.MatterWorldLoadOptions MasterTech.Matter.Runtime
    MasterTech.Matter.Serialization.MatterWorldSave MasterTech.Matter.Runtime
    MasterTech.Matter.Serialization.MatterWorldSettings MasterTech.Matter.Runtime
    MasterTech.Matter.Serialization.MatterWorldMetadata MasterTech.Matter.Runtime
    MasterTech.Matter.Serialization.MatterWorldSerializer MasterTech.Matter.Runtime
    MasterTech.Matter.Serialization.MatterWorldSerializationException MasterTech.Matter.Runtime
    MasterTech.Matter.Rendering.MatterRenderer MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.MatterRendererSettings MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.MatterRendererSurfaceSettings MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.MatterRendererFluidPresentationSettings MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.MatterRendererPhaseDetailSettings MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.MatterRendererLightingSettings MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.MatterRendererTopSurfaceSettings MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.MatterPresentationProfile MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.LiquidSurfaceDynamicsSettings MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.FluidTextureAnimationSettings MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.TerrainMaterialField MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.MatterLightingField MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.GridAtmosphereRenderer MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Rendering.MatterCellHeatmapRenderer MasterTech.Matter.Rendering.URP
    MasterTech.Matter.Replication.IMatterReplicationAdapter MasterTech.Matter.Runtime
    MasterTech.Matter.Replication.IMatterWorldTransferAdapter MasterTech.Matter.Runtime
    MasterTech.Matter.Replication.MatterWorldTransferResult MasterTech.Matter.Runtime
    MasterTech.Matter.Replication.MatterReplicationDiagnostics MasterTech.Matter.Runtime
    MasterTech.Matter.Editor.MatterDataPrebuildValidator MasterTech.Matter.Editor
    MasterTech.Matter.Editor.MatterDependencyValidator MasterTech.Matter.Editor
    MasterTech.Matter.Editor.MatterPackagePaths MasterTech.Matter.Editor
    MasterTech.Matter.Editor.MatterWebBuildPipeline MasterTech.Matter.Editor
    MasterTech.Matter.Editor.SubstanceRenderLibraryBaker MasterTech.Matter.Editor

    How to use this index

    1. Start in the integration guide and choose the recommended facade or component for the task.
    2. Open the matching assembly page and search for the fully qualified type name.
    3. Treat low-level public data structures as advanced extension points, not as the default gameplay integration layer.

    Public visibility does not make every low-level member the preferred gameplay integration surface. Start with MatterSimManager, SubstanceDatabase, MatterRenderer, MatterWorldPersistence, IMatterReplicationAdapter, and the entry points identified in the integration guide.

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