Use this class to render particles on to the screen.
activeVertexStreamsCount | The number of currently active custom vertex streams. |
alignment | Control the direction that particles face. |
allowRoll | Allow billboard particles to roll around their z-axis. |
cameraVelocityScale | How much do the particles stretch depending on the Camera's speed. |
enableGPUInstancing | Enables GPU Instancing on platforms that support it. |
flip | Flip a percentage of the particles, along each axis. |
freeformStretching | Enables freeform stretching behavior. |
lengthScale | How much are the particles stretched in their direction of motion, defined as the length of the particle compared to its width. |
maskInteraction | Specifies how the Particle System Renderer interacts with SpriteMask. |
maxParticleSize | Clamp the maximum particle size. |
mesh | The Mesh that the particle uses instead of a billboarded Texture. |
meshCount | The number of Meshes the system uses for particle rendering. |
meshDistribution | Specifies how the system randomly assigns meshes to particles. |
minParticleSize | Clamp the minimum particle size. |
normalDirection | Specifies how much a billboard particle orients its normals towards the Camera. |
pivot | Modify the pivot point used for rotating particles. |
renderMode | Specifies how the system draws particles. |
rotateWithStretchDirection | Rotate the particles based on the direction they are stretched in. This is added on top of other particle rotation. |
shadowBias | Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the particle size. |
sortingFudge | Biases Particle System sorting amongst other transparencies. |
sortMode | Specifies how to sort particles within a system. |
supportsMeshInstancing | Determines whether the Particle System can be rendered using GPU Instancing. |
trailMaterial | Set the Material that the TrailModule uses to attach trails to particles. |
velocityScale | Specifies how much particles stretch depending on their velocity. |
BakeMesh | Creates a snapshot of ParticleSystemRenderer and stores it in mesh. |
BakeTrailsMesh | Creates a snapshot of ParticleSystem Trails and stores them in mesh. |
GetActiveVertexStreams | Queries which Vertex Shader streams are enabled on the ParticleSystemRenderer. |
GetMeshes | Gets the array of Meshes to use when selecting particle meshes. |
GetMeshWeightings | Gets the array of Mesh weightings to use when randomly selecting particle meshes. |
SetActiveVertexStreams | Enables a set of vertex Shader streams on the ParticleSystemRenderer. |
SetMeshes | Sets the Meshes that the ParticleSystemRenderer uses to display particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh. |
SetMeshWeightings | Sets the weights that the ParticleSystemRenderer uses to assign Meshes to particles. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
allowOcclusionWhenDynamic | Controls if dynamic occlusion culling should be performed for this renderer. |
bounds | The bounding box of the renderer in world space. |
enabled | Makes the rendered 3D object visible if enabled. |
forceRenderingOff | Allows turning off rendering for a specific component. |
isPartOfStaticBatch | Indicates whether the renderer is part of a static batch with other renderers. |
isVisible | Is this renderer visible in any camera? (Read Only) |
lightmapIndex | The index of the baked lightmap applied to this renderer. |
lightmapScaleOffset | The UV scale & offset used for a lightmap. |
lightProbeProxyVolumeOverride | If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. |
lightProbeUsage | The light probe interpolation type. |
localBounds | The bounding box of the renderer in local space. |
localToWorldMatrix | Matrix that transforms a point from local space into world space (Read Only). |
material | Returns the first instantiated Material assigned to the renderer. |
materials | Returns all the instantiated materials of this object. |
motionVectorGenerationMode | Specifies the mode for motion vector rendering. |
probeAnchor | If set, Renderer will use this Transform's position to find the light or reflection probe. |
rayTracingMode | Describes how this renderer is updated for ray tracing. |
realtimeLightmapIndex | The index of the real-time lightmap applied to this renderer. |
realtimeLightmapScaleOffset | The UV scale & offset used for a real-time lightmap. |
receiveShadows | Does this object receive shadows? |
reflectionProbeUsage | Should reflection probes be used for this Renderer? |
rendererPriority | This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last. |
renderingLayerMask | Determines which rendering layer this renderer lives on. |
shadowCastingMode | Does this object cast shadows? |
sharedMaterial | The shared material of this object. |
sharedMaterials | All the shared materials of this object. |
sortingLayerID | Unique ID of the Renderer's sorting layer. |
sortingLayerName | Name of the Renderer's sorting layer. |
sortingOrder | Renderer's order within a sorting layer. |
staticShadowCaster | Is this renderer a static shadow caster? |
worldToLocalMatrix | Matrix that transforms a point from world space into local space (Read Only). |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
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 | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
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. |
GetClosestReflectionProbes | Returns 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. |
GetMaterials | Returns all the instantiated materials of this object. |
GetPropertyBlock | Get per-Renderer or per-Material property block. |
GetSharedMaterials | Returns all the shared materials of this object. |
HasPropertyBlock | Returns true if the Renderer has a material property block attached via SetPropertyBlock. |
ResetBounds | Reset custom world space bounds. |
ResetLocalBounds | Reset custom local space bounds. |
SetPropertyBlock | Lets you set or clear per-renderer or per-material parameter overrides. |
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 | Returns the first active loaded object of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does 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. |
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. |