class in UnityEngine.VFX
/
Inherits from:Behaviour
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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. |
GetSkinnedMeshRenderer | Gets the value of a named Skinned Mesh Renderer property. |
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 | Checks if the Visual Effect can override an Animation Curve with the name you pass in. |
HasBool | Checks if the Visual Effect can override a bool with the name you pass in. |
HasFloat | Checks if the Visual Effect can override a float with the name you pass in. |
HasGradient | Checks if the Visual Effect can override a Gradient with the name you pass in. |
HasInt | Checks if the Visual Effect can override an integer with the name you pass in. |
HasMatrix4x4 | Checks if the Visual Effect can override a Matrix4x4 with the name you pass in. |
HasMesh | Checks if the Visual Effect can override a Mesh with the name you pass in. |
HasSkinnedMeshRenderer | Checks if the Visual Effect can override a Skinned Mesh Renderer with the name you pass in. |
HasSystem | Use this function to determine if the VisualEffect has the system you pass in. |
HasTexture | Checks if the Visual Effect can override a texture with the name you pass in. |
HasUInt | Checks if the Visual Effect can override an unsigned integer with the name you pass in. |
HasVector2 | Checks if the Visual Effect can override a Vector2 with the name you pass in. |
HasVector3 | Checks if the Visual Effect can override a Vector3 with the name you pass in. |
HasVector4 | Checks 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 | Sets the value of a named Animation Curve property. |
SetBool | Sets the value of a named bool property. |
SetFloat | Sets the value of a named float property. |
SetGradient | Sets the value of a named Gradient property. |
SetInt | Sets the value of a named integer property. |
SetMatrix4x4 | Sets the value of a named Matrix4x4 property. |
SetMesh | Sets the value of a named Mesh property. |
SetSkinnedMeshRenderer | Sets the value of a named Skinned Mesh Renderer property. |
SetTexture | Sets the value of a named texture property. |
SetUInt | Sets the value of a named unsigned integer property. |
SetVector2 | Sets the value of a named Vector2 property. |
SetVector3 | Sets the value of a named Vector3 property. |
SetVector4 | Sets the value of a named Vector4 property. |
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 | Returns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components. |
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. Works recursively. |
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. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets 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. |
FindObjectOfType | Returns the first active loaded object 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. |