Here is a list of all documented functions with links to the class documentation for each member:
- r -
- RandomInRange() : ImpactCFX.Range
 
- RandomInRangeInteger() : ImpactCFX.Range
 
- RefreshCachedData() : ImpactCFX.ImpactObjectTerrain
 
- RegisterMaterial() : ImpactCFX.ImpactCFXGlobal, ImpactCFX.ImpactCFXManager, ImpactCFX.ImpactEffectProcessorBase
 
- RegisterMaterials() : ImpactCFX.ImpactCFXGlobal, ImpactCFX.ImpactCFXManager, ImpactCFX.ImpactEffectProcessorBase, ImpactCFX.ImpactObjectBase
 
- ReinstantiateMissingObjects() : ImpactCFX.Pooling.ObjectPool< T >
 
- ReinstantiateMissingPooledObjects() : ImpactCFX.ImpactMultiPrefabEffectProcessor< TEffectAuthoring, TEffect, TEffectResult, TPool, TPooledObject >, ImpactCFX.ImpactPooledEffectProcessor< TEffectAuthoring, TEffect, TEffectResult, TPool, TPooledObject >
 
- ReleaseAllAttachedEffects() : ImpactCFX.ImpactAttachedEffectManager
 
- RemoveAttachedEffect() : ImpactCFX.ImpactAttachedEffectManager
 
- RequiresContactPointID() : ImpactCFX.CollisionTypeExtensions
 
- Reset() : ImpactCFX.ImpactCFXManager.CollisionTypeLimit
 
- reset() : ImpactCFX.Decals.ImpactDecalBase
 
- ResetAllEffectProcessors() : ImpactCFX.ImpactCFXGlobal, ImpactCFX.ImpactCFXManager
 
- ResetProcessor() : ImpactCFX.ImpactEffectProcessorBase, ImpactCFX.ImpactMaterialProcessorBase
 
- RetrieveFromPool() : ImpactCFX.PooledEffectObjectBase, ImpactCFX.Pooling.IPoolable
 
- RetrieveObject() : ImpactCFX.Pooling.ObjectPool< T >
 
- ReturnAllObjectsToPool() : ImpactCFX.Pooling.ObjectPool< T >
 
- ReturnToPool() : ImpactCFX.Audio.ImpactAudioSourceBase, ImpactCFX.PooledEffectObjectBase, ImpactCFX.Pooling.IPoolable
 
- RigidbodyContainer() : ImpactCFX.RigidbodyContainer