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The Skinned Mesh filter
bones |
The bones used to skin the mesh. |
quality |
The maximum number of bones affecting a single vertex |
sharedMesh |
The mesh used for skinning |
updateWhenOffscreen |
If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. |
localBounds |
AABB of this Skinned Mesh in its local space. |
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; |
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? |
SetPropertyBlock |
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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. |
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. |
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. |