| 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. |