class in UnityEngine
/
Inherits from:Renderer
/
Implemented in:UnityEngine.ParticleSystemModule
Renders particles on to the screen.
activeVertexStreamsCount | The number of currently active custom vertex streams. |
alignment | Control the direction that particles face. |
cameraVelocityScale | How much are the particles stretched depending on the Camera's speed. |
enableGPUInstancing | Enables GPU Instancing on platforms where it is supported. |
lengthScale | How much are the particles stretched in their direction of motion. |
maskInteraction | Specifies how the Particle System Renderer interacts with SpriteMask. |
maxParticleSize | Clamp the maximum particle size. |
mesh | Mesh used as particle instead of billboarded texture. |
meshCount | The number of meshes being used for particle rendering. |
minParticleSize | Clamp the minimum particle size. |
normalDirection | How much are billboard particle normals oriented towards the camera. |
pivot | Modify the pivot point used for rotating particles. |
renderMode | How particles are drawn. |
sortingFudge | Biases particle system sorting amongst other transparencies. |
sortMode | Sort particles within a system. |
trailMaterial | Set the material used by the Trail module for attaching trails to particles. |
velocityScale | How much are the particles stretched depending on "how fast they move". |
BakeMesh | Creates a snapshot of ParticleSystemRenderer and stores it in mesh. |
BakeTrailsMesh | Creates a snapshot of ParticleSystem Trails and stores them in mesh. |
GetActiveVertexStreams | Query which vertex shader streams are enabled on the ParticleSystemRenderer. |
GetMeshes | Get the array of meshes to be used as particles. |
SetActiveVertexStreams | Enable a set of vertex shader streams on the ParticleSystemRenderer. |
SetMeshes | Set an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
allowOcclusionWhenDynamic | Controls if dynamic occlusion culling should be performed for this renderer. |
bounds | The bounding volume of the renderer (Read Only). |
enabled | Makes the rendered 3D object visible if enabled. |
isPartOfStaticBatch | Has this renderer been statically batched with any other renderers? |
isVisible | Is this renderer visible in any camera? (Read Only) |
lightmapIndex | The index of the baked lightmap applied to this renderer. |
lightmapScaleOffset | The UV scale & offset used for a lightmap. |
lightProbeProxyVolumeOverride | If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. |
lightProbeUsage | The light probe interpolation type. |
localToWorldMatrix | Matrix that transforms a point from local space into world space (Read Only). |
material | Returns the first instantiated Material assigned to the renderer. |
materials | Returns all the instantiated materials of this object. |
motionVectorGenerationMode | Specifies the mode for motion vector rendering. |
probeAnchor | If set, Renderer will use this Transform's position to find the light or reflection probe. |
realtimeLightmapIndex | The index of the realtime lightmap applied to this renderer. |
realtimeLightmapScaleOffset | The UV scale & offset used for a realtime lightmap. |
receiveShadows | Does this object receive shadows? |
reflectionProbeUsage | Should reflection probes be used for this Renderer? |
renderingLayerMask | Determines which rendering layer this renderer lives on. |
shadowCastingMode | Does this object cast shadows? |
sharedMaterial | The shared material of this object. |
sharedMaterials | All the shared materials of this object. |
sortingLayerID | Unique ID of the Renderer's sorting layer. |
sortingLayerName | Name of the Renderer's sorting layer. |
sortingOrder | Renderer's order within a sorting layer. |
worldToLocalMatrix | Matrix that transforms a point from world space into local space (Read Only). |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
GetClosestReflectionProbes | Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. |
GetMaterials | Returns all the instantiated materials of this object. |
GetPropertyBlock | Get per-Renderer or per-Material property block. |
GetSharedMaterials | Returns all the shared materials of this object. |
HasPropertyBlock | Returns true if the Renderer has a material property block attached via SetPropertyBlock. |
SetPropertyBlock | Lets you set or clear per-renderer or per-material parameter overrides. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
OnBecameInvisible | OnBecameInvisible is called when the object is no longer visible by any camera. |
OnBecameVisible | OnBecameVisible is called when the object became visible by any camera. |
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