Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

VisualEffect

class in UnityEngine.VFX

/

Inherits from:Behaviour

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

Submission failed

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

Close

Cancel

Description

The visual effect class that references an VisualEffectAsset instance within the Scene.

Properties

aliveParticleCountReturns the sum of all alive particles within the visual effect.
culledUse this property to determine if this visual effect is not visible from any Camera. (Read Only)
initialEventIDThe default event name ID. To retrieve this value, use the Shader.PropertyID after VisualEffect has awakened or after you've invoked VisualEffect.Reinit.
initialEventNameThe default event name. Unity calls this event when the VisualEffect awakes, or when you call VisualEffect.Reinit.
outputEventReceivedOutput event are reported trough this callback.
pauseUse this property to set the pause state of the visual effect.
playRateA multiplier that Unity applies to the delta time when it updates the VisualEffect. The default value is 1.0f.
resetSeedOnPlayThis property controls whether the visual effect generates a new seed for the random number generator with each call to VisualEffect.Play function.
startSeedThe initial seed used for internal random number generator.
visualEffectAssetThe VisualEffectAsset that the VisualEffect uses.

Constructors

VisualEffectThe VisualEffect constructor.

Public Methods

AdvanceOneFrameIf VisualEffect.pause is true, this method processes the next visual effect update for exactly one frame with the current delta time.
CreateVFXEventAttributeUse this method to create a new VFXEventAttribute.
GetAnimationCurveGets the value of a named Animation Curve property.
GetBoolGets the value of a named bool property.
GetFloatGets the value of a named float property.
GetGradientGets the value of a named Gradient property.
GetIntGet a named exposed integer.
GetMatrix4x4Gets the value of a named Matrix4x4 property.
GetMeshGets the value of a named Mesh property.
GetOutputEventNamesGets the name of every output event system.
GetParticleSystemInfoGets information on a particle system.
GetParticleSystemNamesGets the name of every particle system.
GetSkinnedMeshRendererGets the value of a named Skinned Mesh Renderer property.
GetSpawnSystemInfoGets state on a spawn system.
GetSpawnSystemNamesGets the name of every spawn system.
GetSystemNamesGets the name of every system.
GetTextureGets the value of a named texture property.
GetTextureDimensionGets expected texture dimension for a named exposed texture.
GetUIntGets the value of a named unsigned integer property.
GetVector2Gets the value of a named Vector2 property.
GetVector3Gets the value of a named Vector3 property.
GetVector4Gets the value of a named Vector4 or Color property.
HasAnimationCurveChecks if the Visual Effect can override an Animation Curve with the name you pass in.
HasAnySystemAwakeChecks if any particle system in the effect is awake.
HasBoolChecks if the Visual Effect can override a bool with the name you pass in.
HasFloatChecks if the Visual Effect can override a float with the name you pass in.
HasGradientChecks if the Visual Effect can override a Gradient with the name you pass in.
HasGraphicsBufferChecks if the Visual Effect can override a GraphicsBuffer with the name you pass in.
HasIntChecks if the Visual Effect can override an integer with the name you pass in.
HasMatrix4x4Checks if the Visual Effect can override a Matrix4x4 with the name you pass in.
HasMeshChecks if the Visual Effect can override a Mesh with the name you pass in.
HasSkinnedMeshRendererChecks if the Visual Effect can override a Skinned Mesh Renderer with the name you pass in.
HasSystemUse this function to determine if the VisualEffect has the system you pass in.
HasTextureChecks if the Visual Effect can override a texture with the name you pass in.
HasUIntChecks if the Visual Effect can override an unsigned integer with the name you pass in.
HasVector2Checks if the Visual Effect can override a Vector2 with the name you pass in.
HasVector3Checks if the Visual Effect can override a Vector3 with the name you pass in.
HasVector4Checks if the Visual Effect can override a Vector4 or Color with the name you pass in.
PlayUse this method to send a play event to every Spawn system.
ReinitReintialize visual effect.
ResetOverrideUse this method to set the overridden state to false. This restores the default value that the Visual Effect Asset specifies.
SendEventUse this method to send a custom named event.
SetAnimationCurveSets the value of a named Animation Curve property.
SetBoolSets the value of a named bool property.
SetFloatSets the value of a float property exposed in the blackboard.
SetGradientSets the value of a named Gradient property.
SetGraphicsBufferSets the value of a named GraphicsBuffer property.
SetIntSets the value of a named integer property.
SetMatrix4x4Sets the value of a named Matrix4x4 property.
SetMeshSets the value of a named Mesh property.
SetSkinnedMeshRendererSets the value of a named Skinned Mesh Renderer property.
SetTextureSets the value of a named texture property.
SetUIntSets the value of a named unsigned integer property.
SetVector2Sets the value of a named Vector2 property.
SetVector3Sets the value of a named Vector3 property.
SetVector4Sets the value of a named Vector4 or Color property.
SimulateUse this method to fast-forward the visual effect by simulating all systems for several step counts using the specified delta time.
StopUse this method to send a stop event to all Spawn systems.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentIndexGets the index of the component on its parent GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.