Legacy Documentation: Version 4.6.2
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Camera.OnRenderObject()

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Description

OnRenderObject is called after camera has rendered the scene.

This can be used to render your own objects using Graphics.DrawMeshNow or other functions. This function is similar to OnPostRender, except OnRenderObject is called on any object that has a script with the function; no matter if it's attached to a Camera or not.

	var mainMesh: Mesh;
	var miniMapMesh: Mesh;

	function OnRenderObject() {
		// Render different meshes for the object depending on whether
		// the main camera or minimap camera is viewing.
		if (Camera.current.name == "MiniMapcam") {
			Graphics.DrawMeshNow(miniMapMesh, transform.position, transform.rotation);
		} else {
			Graphics.DrawMeshNow(mainMesh, transform.position, transform.rotation);
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Mesh mainMesh;
    public Mesh miniMapMesh;
    void OnRenderObject() {
        if (Camera.current.name == "MiniMapcam")
            Graphics.DrawMeshNow(miniMapMesh, transform.position, transform.rotation);
        else
            Graphics.DrawMeshNow(mainMesh, transform.position, transform.rotation);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public mainMesh as Mesh

	public miniMapMesh as Mesh

	def OnRenderObject() as void:
		if Camera.current.name == 'MiniMapcam':
			Graphics.DrawMeshNow(miniMapMesh, transform.position, transform.rotation)
		else:
			Graphics.DrawMeshNow(mainMesh, transform.position, transform.rotation)