class in UnityEngine.VFX
/
Inherits from:Behaviour
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseThe visual effect class that references an VisualEffectAsset instance within the Scene.
aliveParticleCount | Returns the sum of all alive particles within the visual effect. |
culled | Use this property to determine if this visual effect is not visible from any Camera. (Read Only) |
initialEventID | The default event name ID. To retrieve this value, use the Shader.PropertyID after VisualEffect has awakened or after you've invoked VisualEffect.Reinit. |
initialEventName | The default event name. Unity calls this event when the VisualEffect awakes, or when you call VisualEffect.Reinit. |
outputEventReceived | Output event are reported trough this callback. |
pause | Use this property to set the pause state of the visual effect. |
playRate | A multiplier that Unity applies to the delta time when it updates the VisualEffect. The default value is 1.0f. |
resetSeedOnPlay | This property controls whether the visual effect generates a new seed for the random number generator with each call to VisualEffect.Play function. |
startSeed | The initial seed used for internal random number generator. |
visualEffectAsset | The VisualEffectAsset that the VisualEffect uses. |
VisualEffect | The VisualEffect constructor. |
AdvanceOneFrame | If VisualEffect.pause is true, this method processes the next visual effect update for exactly one frame with the current delta time. |
CreateVFXEventAttribute | Use this method to create a new VFXEventAttribute. |
GetAnimationCurve | Gets the value of a named animation curve property |
GetBool | Gets the value of a named bool property |
GetFloat | Gets the value of a named float property |
GetGradient | Gets the value of a named gradient property |
GetInt | Get a named exposed integer. |
GetMatrix4x4 | Gets the value of a named Matrix4x4 property |
GetMesh | Gets the value of a named mesh property |
GetOutputEventNames | Gets the name of every output event system. |
GetParticleSystemInfo | Gets information on a particle system. |
GetParticleSystemNames | Gets the name of every particle system. |
GetSpawnSystemInfo | Gets state on a spawn system. |
GetSpawnSystemNames | Gets the name of every spawn system. |
GetSystemNames | Gets the name of every system. |
GetTexture | Gets the value of a named texture property |
GetTextureDimension | Gets expected texture dimension for a named exposed texture. |
GetUInt | Gets the value of a named unsigned integer property |
GetVector2 | Gets the value of a named Vector2 property |
GetVector3 | Gets the value of a named Vector3 property |
GetVector4 | Gets the value of a named Vector4 property |
HasAnimationCurve | Use this method to check if the visual effect can override an animation curve with the name you pass in. |
HasBool | Use this method to check if the visual effect can override a bool with the name you pass in. |
HasFloat | Use this method to check if the visual effect can override a float with the name you pass in. |
HasGradient | Use this method to check if the visual effect can override a gradient with the name you pass in. |
HasInt | Use this method to check if the visual effect can override an integer with the name you pass in. |
HasMatrix4x4 | Use this method to check if the visual effect can override a Matrix4x4 with the name you pass in. |
HasMesh | Use this method to check if the visual effect can override a Mesh with the name you pass in. |
HasSystem | Use this function to determine if the VisualEffect has the system you pass in. |
HasTexture | Use this method to check if the visual effect can override a texture with the name you pass in. |
HasUInt | Use this method to check if the visual effect can override an unsigned integer with the name you pass in. |
HasVector2 | Use this method to check if the visual effect can override a Vector2 with the name you pass in. |
HasVector3 | Use this method to check if the visual effect can override a Vector3 with the name you pass in. |
HasVector4 | Use this method to check if the visual effect can override a Vector4 with the name you pass in. |
Play | Use this method to send a play event to every Spawn system. |
Reinit | Reintialize visual effect. |
ResetOverride | Use this method to set the overridden state to false. This restores the default value that the Visual Effect Asset specifies. |
SendEvent | Use this method to send a custom named event. |
SetAnimationCurve | The new animation curve value. |
SetBool | The new bool value. |
SetFloat | The new float value. |
SetGradient | The new gradient value. |
SetInt | The new integer value. |
SetMatrix4x4 | The new Matrix4x4 value. |
SetMesh | The new mesh value. |
SetTexture | The new texture value. |
SetUInt | The new unsigned integer value. |
SetVector2 | The new Vector2 value. |
SetVector3 | The new Vector3 value. |
SetVector4 | The new Vector4 value. |
Simulate | Use this method to fast-forward the visual effect by simulating all systems for several step counts using the specified delta time. |
Stop | Use this method to send a stop event to all Spawn systems. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had active and enabled called? |
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. |
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 | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
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. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
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. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all 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. |