eventName | The name of the event. |
eventNameID | The ID of the event. This is the same ID that Shader.PropertyToID returns. |
eventAttribute | Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VisualEffect.CreateVFXEventAttribute. |
Use this method to send a custom named event.
// The following example triggers the default visual effect play event once every second. using UnityEngine; using UnityEngine.VFX; public class SendEventExample : MonoBehaviour { public VisualEffect m_VisualEffect; private float m_Waiting = 1.0f;
private void Update() { if (m_VisualEffect) { m_Waiting -= Time.deltaTime; if (m_Waiting < 0.0f) { m_Waiting = 1.0f; m_VisualEffect.SendEvent(VisualEffectAsset.PlayEventID); } } } }
// The following example triggers multiple events during the same frame every second. using UnityEngine; using UnityEngine.VFX;
public class SendEventExample : MonoBehaviour { public VisualEffect m_VisualEffect; private float m_Waiting = 1.0f; private int m_SpawnCountIdentifier; private int m_ColorIdentifier; private int m_EventNameIdentifier;
private void Start() { m_SpawnCountIdentifier = Shader.PropertyToID("spawnCount"); m_ColorIdentifier = Shader.PropertyToID("color"); m_EventNameIdentifier = Shader.PropertyToID("direct"); }
private void Update() { if (m_VisualEffect) { m_Waiting -= Time.deltaTime; if (m_Waiting < 0.0f) { m_Waiting = 1.0f; var eventAttribute = m_VisualEffect.CreateVFXEventAttribute(); // Red eventAttribute.SetFloat(m_SpawnCountIdentifier, 1); eventAttribute.SetVector3(m_ColorIdentifier, new Vector3(1, 0, 0)); m_VisualEffect.SendEvent(m_EventNameIdentifier, eventAttribute); // Blue eventAttribute.SetFloat(m_SpawnCountIdentifier, 3); eventAttribute.SetVector3(m_ColorIdentifier, new Vector3(0, 0, 1)); m_VisualEffect.SendEvent(m_EventNameIdentifier, eventAttribute); // Green eventAttribute.SetFloat(m_SpawnCountIdentifier, 2); eventAttribute.SetVector3(m_ColorIdentifier, new Vector3(0, 1, 0)); m_VisualEffect.SendEvent(m_EventNameIdentifier, eventAttribute); } } } }