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. |