Renderer Inherits from Component

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:

JavaScript
// 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.

Variables
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

Use light probes for this Renderer.

lightProbeAnchor

If set, Renderer will use this Transform's position to find the interpolated light probe.

Functions
SetPropertyBlock

Lets you add per-renderer material parameters without duplicating a material.

Messages Sent
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.

Inherited members
Inherited Variables
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).

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?

Inherited Functions
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.

Inherited Class Functions
operator bool

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.