The visual effect class that references an VisualEffectAsset instance within the Scene.
aliveParticleCount | Returns the sum of all alive particles within the visual effect. |
culled | Use this property to determine if this visual effect is not visible from any Camera. (Read Only) |
initialEventID | The default event name ID. To retrieve this value, use the Shader.PropertyID after VisualEffect has awakened or after you've invoked VisualEffect.Reinit. |
initialEventName | The default event name. Unity calls this event when the VisualEffect awakes, or when you call VisualEffect.Reinit. |
outputEventReceived | Output event are reported trough this callback. |
pause | Use this property to set the pause state of the visual effect. |
playRate | A multiplier that Unity applies to the delta time when it updates the VisualEffect. The default value is 1.0f. |
resetSeedOnPlay | This property controls whether the visual effect generates a new seed for the random number generator with each call to VisualEffect.Play function. |
startSeed | The initial seed used for internal random number generator. |
visualEffectAsset | The VisualEffectAsset that the VisualEffect uses. |
VisualEffect | The VisualEffect constructor. |
AdvanceOneFrame | If VisualEffect.pause is true, this method processes the next visual effect update for exactly one frame with the current delta time. |
CreateVFXEventAttribute | Use this method to create a new VFXEventAttribute. |
GetAnimationCurve | Gets the value of a named Animation Curve property. |
GetBool | Gets the value of a named bool property. |
GetFloat | Gets the value of a named float property. |
GetGradient | Gets the value of a named Gradient property. |
GetInt | Get a named exposed integer. |
GetMatrix4x4 | Gets the value of a named Matrix4x4 property. |
GetMesh | Gets the value of a named Mesh property. |
GetOutputEventNames | Gets the name of every output event system. |
GetParticleSystemInfo | Gets information on a particle system. |
GetParticleSystemNames | Gets the name of every particle system. |
GetSkinnedMeshRenderer | Gets the value of a named Skinned Mesh Renderer property. |
GetSpawnSystemInfo | Gets state on a spawn system. |
GetSpawnSystemNames | Gets the name of every spawn system. |
GetSystemNames | Gets the name of every system. |
GetTexture | Gets the value of a named texture property. |
GetTextureDimension | Gets expected texture dimension for a named exposed texture. |
GetUInt | Gets the value of a named unsigned integer property. |
GetVector2 | Gets the value of a named Vector2 property. |
GetVector3 | Gets the value of a named Vector3 property. |
GetVector4 | Gets the value of a named Vector4 or Color property. |
HasAnimationCurve | Checks if the Visual Effect can override an Animation Curve with the name you pass in. |
HasAnySystemAwake | Checks if any particle system in the effect is awake. |
HasBool | Checks if the Visual Effect can override a bool with the name you pass in. |
HasFloat | Checks if the Visual Effect can override a float with the name you pass in. |
HasGradient | Checks if the Visual Effect can override a Gradient with the name you pass in. |
HasGraphicsBuffer | Checks if the Visual Effect can override a GraphicsBuffer with the name you pass in. |
HasInt | Checks if the Visual Effect can override an integer with the name you pass in. |
HasMatrix4x4 | Checks if the Visual Effect can override a Matrix4x4 with the name you pass in. |
HasMesh | Checks if the Visual Effect can override a Mesh with the name you pass in. |
HasSkinnedMeshRenderer | Checks if the Visual Effect can override a Skinned Mesh Renderer with the name you pass in. |
HasSystem | Use this function to determine if the VisualEffect has the system you pass in. |
HasTexture | Checks if the Visual Effect can override a texture with the name you pass in. |
HasUInt | Checks if the Visual Effect can override an unsigned integer with the name you pass in. |
HasVector2 | Checks if the Visual Effect can override a Vector2 with the name you pass in. |
HasVector3 | Checks if the Visual Effect can override a Vector3 with the name you pass in. |
HasVector4 | Checks if the Visual Effect can override a Vector4 or Color with the name you pass in. |
Play | Use this method to send a play event to every Spawn system. |
Reinit | Reintialize visual effect. |
ResetOverride | Use this method to set the overridden state to false. This restores the default value that the Visual Effect Asset specifies. |
SendEvent | Use this method to send a custom named event. |
SetAnimationCurve | Sets the value of a named Animation Curve property. |
SetBool | Sets the value of a named bool property. |
SetFloat | Sets the value of a named float property. |
SetGradient | Sets the value of a named Gradient property. |
SetGraphicsBuffer | Sets the value of a named GraphicsBuffer property. |
SetInt | Sets the value of a named integer property. |
SetMatrix4x4 | Sets the value of a named Matrix4x4 property. |
SetMesh | Sets the value of a named Mesh property. |
SetSkinnedMeshRenderer | Sets the value of a named Skinned Mesh Renderer property. |
SetTexture | Sets the value of a named texture property. |
SetUInt | Sets the value of a named unsigned integer property. |
SetVector2 | Sets the value of a named Vector2 property. |
SetVector3 | Sets the value of a named Vector3 property. |
SetVector4 | Sets the value of a named Vector4 or Color property. |
Simulate | Use this method to fast-forward the visual effect by simulating all systems for several step counts using the specified delta time. |
Stop | Use this method to send a stop event to all Spawn systems. |
enabled | 有効であれば更新され、無効であれば更新されません。 |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
gameObject | このコンポーネントはゲームオブジェクトにアタッチされます。コンポーネントはいつもゲームオブジェクトにアタッチされています。 |
tag | ゲームオブジェクトのタグ |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
BroadcastMessage | ゲームオブジェクトまたは子オブジェクトにあるすべての MonoBehaviour を継承したクラスにある methodName 名のメソッドを呼び出します。 |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Returns the component of type if the GameObject has one attached. |
GetComponentInChildren | Returns the Component of type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the Component of type in the GameObject or any of its parents. |
GetComponents | GameObject から type のタイプのコンポーネントを「すべて」取得します。 |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. Works recursively. |
GetComponentsInParent | GameObject や深さ優先探索を活用して、親子関係にある親オブジェクトから type のタイプのコンポーネントを「すべて」取得します。 |
SendMessage | ゲームオブジェクトにアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します |
SendMessageUpwards | ゲームオブジェクトと親(の親、さらに親 ... )にアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |