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The ClothRenderer component is used together with the InteractiveCloth component, to visualize a cloth object in the scene.
| pauseWhenNotVisible |
Pause the cloth simulation, when the ClothRenderer is not currently visible. |
| 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. |