LODGroup lets you group multiple Renderers into LOD levels.
This can be used to switch between different LOD levels at runtime based on size on screen.
crossFadeAnimationDuration | The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. |
animateCrossFading | Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. |
enabled | Allows you to enable or disable the LODGroup. |
fadeMode | The LOD fade mode used. |
lastLODBillboard | Specify whether the last LOD level is a BillboardRenderer. |
localReferencePoint | The local reference point against which the LOD distance is calculated. |
lodCount | The number of LOD levels. |
size | The size of the LOD object in local space. |
ForceLOD | |
GetLODs | Returns the array of LODs. |
RecalculateBounds | Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). |
SetLODs | Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. |
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. |
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. 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. |
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. |