LODGroupNamespace: UnityEngine
Parent class:
Component
Description
LODGroup lets you group multiple Renderers into LOD levels.
This can be used to switch between different LOD levels at runtime based on size on screen.
Variables
enabled |
Enable / Disable the LODGroup - Disabling will turn off all renderers. |
localReferencePoint |
The local reference point against which the LOD distance is calculated. |
lodCount |
The number of LOD levels. |
size |
The size of the LOD object in local space. |
Functions
ForceLOD |
|
RecalculateBounds |
Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). |
SetLODS |
Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. |
Inherited members
Variables
animation |
The Animation attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
collider |
The Collider attached to this GameObject (null if there is none attached). |
collider2D |
The Collider2D component attached to the object. |
constantForce |
The ConstantForce 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. |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
light |
The Light 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). |
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). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
rigidbody2D |
The Rigidbody2D that is attached to the Component's GameObject. |
tag |
The tag of this game object. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
m_CachedPtr |
|
m_InstanceID |
|
name |
The name of the object. |
Functions
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag |
Is this game object tagged with tag? |
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. |
GetComponents |
Returns all components of Type type in the GameObject. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetHashCode |
|
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
Static Functions
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
Instantiate |
Clones the object original and returns the clone. |
Operators
bool |
Does the object exist? |
operator != |
Compares if two objects refer to a different object. |
operator == |
Compares if two objects refer to the same. |