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 ExampleClass : MonoBehaviour { void Example() { renderer.enabled = false; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Example() as void: 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.bounds | The bounding volume of the renderer (Read Only). |
castShadows | Does this object cast shadows? |
enabled | Makes the rendered 3D object visible if enabled. |
isPartOfStaticBatch | Has this renderer been statically batched with any other renderers? |
isVisible | Is this renderer visible in any camera? (Read Only) |
lightmapIndex | The index of the lightmap applied to this renderer. |
lightmapTilingOffset | The tiling & offset used for lightmap. |
lightProbeAnchor | If set, Renderer will use this Transform's position to find the interpolated light probe. |
localToWorldMatrix | Matrix that transforms a point from local space into world space (Read Only). |
material | The material of this object. |
materials | All the materials of this object. |
receiveShadows | Does this object receive shadows? |
sharedMaterial | The shared material of this object. |
sharedMaterials | All the shared materials of this object. |
sortingLayerID | ID of the Renderer's sorting layer. |
sortingLayerName | Name of the Renderer's sorting layer. |
sortingOrder | Renderer's order within a sorting layer. |
useLightProbes | Use light probes for this Renderer. |
worldToLocalMatrix | Matrix that transforms a point from world space into local space (Read Only). |
GetPropertyBlock | Get per-renderer material property block. |
SetPropertyBlock | Lets you add per-renderer material parameters without duplicating a material. |
OnBecameInvisible | OnBecameInvisible is called when the object is no longer visible by any camera. |
OnBecameVisible | OnBecameVisible is called when the object became visible by any camera. |
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? |
name | The name of the object. |
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. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
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. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
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. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
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. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |