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CloseSet the color gradient describing the color of the trail at various points along its length.
See Also: Gradient.
#pragma strict private var tr: TrailRenderer; function Start() { tr = GetComponent.<TrailRenderer>(); tr.material = new Material(Shader.Find("Sprites/Default")); // A simple 2 color gradient with a fixed alpha of 1.0f. var alpha: float = 1.0f; var gradient: Gradient = new Gradient(); gradient.SetKeys([new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f)], [new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f)]); tr.colorGradient = gradient; } function Update() { tr.transform.position = new Vector3(Mathf.Sin(Time.time * 1.51f) * 7.0f, Mathf.Cos(Time.time * 1.27f) * 4.0f, 0.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private TrailRenderer tr;
void Start() { tr = GetComponent<TrailRenderer>(); tr.material = new Material(Shader.Find("Sprites/Default"));
// A simple 2 color gradient with a fixed alpha of 1.0f. float alpha = 1.0f; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } ); tr.colorGradient = gradient; }
void Update() { tr.transform.position = new Vector3(Mathf.Sin(Time.time * 1.51f) * 7.0f, Mathf.Cos(Time.time * 1.27f) * 4.0f, 0.0f); } }