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General functionality for all renderers.
A renderer is what makes an object appear on the screen. For any game object or component its renderer can be accessed trough a renderer property:
// make the object invisible!
renderer.enabled = false;
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Example() {
renderer.enabled = false;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Example():
renderer.enabled = false
Use this class to access the renderer of any object, mesh or particle system. Renderers can be disabled to make objects invisible (see enabled), and the materials can be accessed and modified through them (see material).
See Also: Renderer components for meshes, particles, lines and trails.
isPartOfStaticBatch |
Has this renderer been statically batched with any other renderers? |
worldToLocalMatrix |
Matrix that transforms a point from world space into local space (Read Only). |
localToWorldMatrix |
Matrix that transforms a point from local space into world space (Read Only). |
enabled |
Makes the rendered 3D object visible if enabled. |
castShadows |
Does this object cast shadows? |
receiveShadows |
Does this object receive shadows? |
material |
The material of this object. |
sharedMaterial |
The shared material of this object. |
sharedMaterials |
All the shared materials of this object. |
materials |
All the materials of this object. |
bounds |
The bounding volume of the renderer (Read Only). |
lightmapIndex |
The index of the lightmap applied to this renderer. |
lightmapTilingOffset |
The tiling & offset used for lightmap. |
isVisible |
Is this renderer visible in any camera? (Read Only) |
useLightProbes |
If enabled and baked light probes are present in the scene, an interpolated light probe |
lightProbeAnchor |
If set, Renderer will use this Transform's position to find the interpolated light probe; |
SetPropertyBlock |
|
OnBecameVisible |
OnBecameVisible is called when the object became visible by any camera. |
OnBecameInvisible |
OnBecameInvisible is called when the object is no longer visible by any camera. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
animation |
The Animation attached to this GameObject (null if there is none attached). |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
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. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponents |
Returns all components of Type type in the GameObject. |
CompareTag |
Is this game object tagged tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |