Renderer

class in UnityEngine

/

Inherits from:Component

/

Implemented in:UnityEngine.CoreModule

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

General functionality for all renderers.

A renderer is what makes an object appear on the screen. Use this class to access the renderer of any object, mesh or Particle System. Renderers can be disabled to make objects invisible (see enabled), and the materials can be accessed and modified through them (see material).

See Also: Renderer components for meshes, particles, lines and trails.

Properties

allowOcclusionWhenDynamicControls if dynamic occlusion culling should be performed for this renderer.
boundsThe bounding volume of the renderer (Read Only).
enabledMakes the rendered 3D object visible if enabled.
isPartOfStaticBatchHas this renderer been statically batched with any other renderers?
isVisibleIs this renderer visible in any camera? (Read Only)
lightmapIndexThe index of the baked lightmap applied to this renderer.
lightmapScaleOffsetThe UV scale & offset used for a lightmap.
lightProbeProxyVolumeOverrideIf set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject.
lightProbeUsageThe light probe interpolation type.
localToWorldMatrixMatrix that transforms a point from local space into world space (Read Only).
materialReturns the first instantiated Material assigned to the renderer.
materialsReturns all the instantiated materials of this object.
motionVectorGenerationModeSpecifies the mode for motion vector rendering.
probeAnchorIf set, Renderer will use this Transform's position to find the light or reflection probe.
realtimeLightmapIndexThe index of the realtime lightmap applied to this renderer.
realtimeLightmapScaleOffsetThe UV scale & offset used for a realtime lightmap.
receiveShadowsDoes this object receive shadows?
reflectionProbeUsageShould reflection probes be used for this Renderer?
rendererPriorityThis value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.
renderingLayerMaskDetermines which rendering layer this renderer lives on.
shadowCastingModeDoes this object cast shadows?
sharedMaterialThe shared material of this object.
sharedMaterialsAll the shared materials of this object.
sortingLayerIDUnique ID of the Renderer's sorting layer.
sortingLayerNameName of the Renderer's sorting layer.
sortingOrderRenderer's order within a sorting layer.
worldToLocalMatrixMatrix that transforms a point from world space into local space (Read Only).

Public Methods

GetClosestReflectionProbesReturns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur.
GetMaterialsReturns all the instantiated materials of this object.
GetPropertyBlockGet per-Renderer or per-Material property block.
GetSharedMaterialsReturns all the shared materials of this object.
HasPropertyBlockReturns true if the Renderer has a material property block attached via SetPropertyBlock.
SetPropertyBlockLets you set or clear per-renderer or per-material parameter overrides.

Messages

OnBecameInvisible OnBecameInvisible is called when the object is no longer visible by any camera.
OnBecameVisible OnBecameVisible is called when the object became visible by any camera.

Inherited Members

Properties

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.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
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.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

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.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

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.

Did you find this page useful? Please give it a rating: