轨迹渲染器用于在场景中的对象移动时在对象后面生成轨迹。
此类是 trail renderer 组件的脚本接口。
alignment | 选择轨迹是朝向摄像机还是变换组件的方向。 |
autodestruct | 此轨迹渲染器的 GameObject 是否自动销毁? |
colorGradient | 设置颜色渐变,用于描述轨迹在其长度上各个点处的颜色。 |
emitting | 创建 GameObject 移动时的轨迹。 |
endColor | 设置轨迹终点处的颜色。 |
endWidth | 轨迹终点处的轨迹宽度。 |
generateLightingData | 配置轨迹以生成法线和切线。借助此数据,场景光照可以通过法线贴图和 Unity 标准着色器或是您自己的定制着色器来影响轨迹。 |
maskInteraction | Specifies how the TrailRenderer interacts with SpriteMask. |
minVertexDistance | 设置轨迹在新顶点添加到其中之前可以行进的最小距离。 |
numCapVertices | 将它设置为大于 0 的值,可在轨迹的每端上获得圆角。 |
numCornerVertices | 将它设置为大于 0 的值,可在轨迹的每个细分段之间获得圆角。 |
positionCount | 获取轨迹中的线细分段数。 |
shadowBias | 应用阴影偏差以防止自我阴影瑕疵。指定的值是每一段的轨迹宽度比例。 |
startColor | 设置轨迹起点处的颜色。 |
startWidth | 生成点处的轨迹宽度。 |
textureMode | 选择轨迹纹理的 U 坐标是进行平铺还是拉伸。 |
textureScale | A multiplier for the UV coordinates of the trail texture. |
time | 轨迹淡出需要的时间。 |
widthCurve | 设置曲线,用于描述轨迹在其长度上各个点处的宽度。 |
widthMultiplier | 设置一个整体乘数,它应用于 TrailRenderer.widthCurve 以得到轨迹的最终宽度。 |
AddPosition | 向轨迹添加位置。 |
AddPositions | 向轨迹添加位置数组。 |
BakeMesh | 创建 TrailRenderer 的快照并将其存储在 mesh 中。 |
Clear | 删除 TrailRenderer 中的所有点。 对于从新位置重新开始轨迹非常有用。 |
GetPosition | 获取轨迹中某个顶点的位置。 |
GetPositions | 获取轨迹中所有顶点的位置。 |
GetVisiblePositions | Get the visible positions of all vertices in the trail. |
SetPosition | 设置轨迹中某个顶点的位置。 |
SetPositions | 设置轨迹中所有顶点的位置。 |
gameObject | 此组件附加到的游戏对象。始终将组件附加到游戏对象。 |
tag | 此游戏对象的标签。 |
transform | 附加到此 GameObject 的 Transform。 |
hideFlags | 该对象应该隐藏、随场景一起保存还是由用户修改? |
name | 对象的名称。 |
allowOcclusionWhenDynamic | 控制是否应对该渲染器执行动态遮挡剔除。 |
bounds | The bounding box of the renderer in world space. |
enabled | 如果启用,则使渲染的 3D 对象可见。 |
forceRenderingOff | 允许关闭特定组件的渲染。 |
isPartOfStaticBatch | Indicates whether the renderer is part of a static batch with other renderers. |
isVisible | 该渲染器是否在任何摄像机中可见?(只读) |
lightmapIndex | 应用到该渲染器的烘焙光照贴图的索引。 |
lightmapScaleOffset | 用于光照贴图的 UV 缩放和偏移。 |
lightProbeProxyVolumeOverride | 如果设置,则渲染器将使用附加到源 GameObject 的 **Light Probe Proxy Volume** 组件。 |
lightProbeUsage | 光照探针插值类型。 |
localBounds | The bounding box of the renderer in local space. |
localToWorldMatrix | 将点从本地空间转换到世界空间的矩阵(只读)。 |
material | 返回指定给渲染器的第一个实例化 Material。 |
materials | 返回该对象的所有实例化材质。 |
motionVectorGenerationMode | 指定运动矢量渲染的模式。 |
probeAnchor | 如果设置,渲染器将使用该变换的位置来查找光源或反射探针。 |
rayTracingMode | 描述如何更新该渲染器来进行射线追踪。 |
realtimeLightmapIndex | The index of the real-time lightmap applied to this renderer. |
realtimeLightmapScaleOffset | The UV scale & offset used for a real-time lightmap. |
receiveShadows | 该对象是否接受阴影? |
reflectionProbeUsage | 是否应为该渲染器使用反射探针? |
rendererPriority | 此值按优先级对渲染器排序。首先渲染较小值,最后渲染较大值。 |
renderingLayerMask | 确定该渲染器所在的渲染层。 |
shadowCastingMode | 该对象是否投射阴影? |
sharedMaterial | 该对象的共享材质。 |
sharedMaterials | 该对象的所有共享材质。 |
sortingLayerID | 渲染器排序图层的唯一 ID。 |
sortingLayerName | 渲染器排序图层的名称。 |
sortingOrder | 排序图层中的渲染器顺序。 |
staticShadowCaster | Is this renderer a static shadow caster? |
worldToLocalMatrix | 将点从世界空间转换到本地空间的矩阵(只读)。 |
BroadcastMessage | 调用此游戏对象或其任何子项中的每个 MonoBehaviour 上名为 methodName 的方法。 |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
SendMessage | 调用此游戏对象中的每个 MonoBehaviour 上名为 methodName 的方法。 |
SendMessageUpwards | 调用此游戏对象中的每个 MonoBehaviour 上或此行为的每个父级上名为 methodName 的方法。 |
TryGetComponent | 获取指定类型的组件(如果存在)。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
GetClosestReflectionProbes | 返回一个数组,其中包含带有权重的最近反射探针。权重显示探针对渲染器的影响程度,当反射探针之间发生混合时,也会用到该值。 |
GetMaterials | 返回该对象的所有实例化材质。 |
GetPropertyBlock | 获取每渲染器或每材质的属性块。 |
GetSharedMaterials | 返回该对象的所有共享材质。 |
HasPropertyBlock | 如果渲染器具有通过 SetPropertyBlock 附加的材质属性块,则返回 true。 |
ResetBounds | Reset custom world space bounds. |
ResetLocalBounds | Reset custom local space bounds. |
SetMaterials | Assigns the shared materials of this object using the list of materials provided. |
SetPropertyBlock | 允许您设置或清除每渲染器或每材质参数重写。 |
SetSharedMaterials | Assigns the shared materials of this object using the list of materials provided. |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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. |
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