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.
CloseeventName | The name of the event. |
eventNameID | The ID of the event. This is the same ID that Shader.PropertyToID returns. |
eventAttribute | Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VisualEffect.CreateVFXEventAttribute. |
Use this method to send a custom named event.
// The following example triggers the default visual effect play event once every second. using UnityEngine; using UnityEngine.VFX; public class SendEventExample : MonoBehaviour { public VisualEffect m_VisualEffect; private float m_Waiting = 1.0f;
private void Update() { if (m_VisualEffect) { m_Waiting -= Time.deltaTime; if (m_Waiting < 0.0f) { m_Waiting = 1.0f; var eventAttribute = m_VisualEffect.CreateVFXEventAttribute(); m_VisualEffect.SendEvent(VisualEffectAsset.PlayEventID, eventAttribute); } } } }
// The following example triggers multiple events during the same frame every second. using UnityEngine; using UnityEngine.VFX;
public class SendEventExample : MonoBehaviour { public VisualEffect m_VisualEffect; private float m_Waiting = 1.0f; private int m_SpawnCountIdentifier; private int m_ColorIdentifier; private int m_EventNameIdentifier;
private void Start() { m_SpawnCountIdentifier = Shader.PropertyToID("spawnCount"); m_ColorIdentifier = Shader.PropertyToID("color"); m_EventNameIdentifier = Shader.PropertyToID("direct"); }
private void Update() { if (m_VisualEffect) { m_Waiting -= Time.deltaTime; if (m_Waiting < 0.0f) { m_Waiting = 1.0f; var eventAttribute = m_VisualEffect.CreateVFXEventAttribute(); // Red eventAttribute.SetFloat(m_SpawnCountIdentifier, 1); eventAttribute.SetVector3(m_ColorIdentifier, new Vector3(1, 0, 0)); m_VisualEffect.SendEvent(m_EventNameIdentifier, eventAttribute); // Blue eventAttribute.SetFloat(m_SpawnCountIdentifier, 3); eventAttribute.SetVector3(m_ColorIdentifier, new Vector3(0, 0, 1)); m_VisualEffect.SendEvent(m_EventNameIdentifier, eventAttribute); // Green eventAttribute.SetFloat(m_SpawnCountIdentifier, 2); eventAttribute.SetVector3(m_ColorIdentifier, new Vector3(0, 1, 0)); m_VisualEffect.SendEvent(m_EventNameIdentifier, eventAttribute); } } } }