The line renderer is used to draw free-floating lines in 3D space.
This class is a script interface for a line renderer component.
alignment | Select whether the line will face the camera, or the orientation of the Transform Component. |
colorGradient | Set the color gradient describing the color of the line at various points along its length. |
endColor | Set the color at the end of the line. |
endWidth | Set the width at the end of the line. |
generateLightingData | Configures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. |
loop | Connect the start and end positions of the line together to form a continuous loop. |
numCapVertices | Set this to a value greater than 0, to get rounded corners on each end of the line. |
numCornerVertices | Set this to a value greater than 0, to get rounded corners between each segment of the line. |
positionCount | Set the number of line segments. |
startColor | Set the color at the start of the line. |
startWidth | Set the width at the start of the line. |
textureMode | Choose whether the U coordinate of the line texture is tiled or stretched. |
useWorldSpace | If enabled, the lines are defined in world space. |
widthCurve | Set the curve describing the width of the line at various points along its length. |
widthMultiplier | Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line. |
GetPosition | Get the position of a vertex in the line. |
GetPositions | Get the positions of all vertices in the line. |
SetPosition | Set the position of a vertex in the line. |
SetPositions | Set the positions of all vertices in the line. |
Simplify | Generates a simplified version of the original line by removing points that fall within the specified tolerance. |
gameObject | Игровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту. |
tag | Тег данного игрового объекта. |
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. |
bounds | The bounding volume of the renderer (Read Only). |
enabled | Makes the rendered 3D object visible if enabled. |
isPartOfStaticBatch | Has this renderer been statically batched with any other renderers? |
isVisible | Is this renderer visible in any camera? (Read Only) |
lightmapIndex | Индекс карты освещения, примененной при визуализации. |
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. |
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 | Если установлено, Renderer будет использовать позицию Transform's, чтобы найти интерполированные светопробы. |
realtimeLightmapIndex | Индекс карты освещения, примененной при визуализации. |
realtimeLightmapScaleOffset | The UV scale & offset used for a realtime lightmap. |
receiveShadows | Does this object receive shadows? |
reflectionProbeUsage | Should reflection probes be used for this Renderer? |
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. |
worldToLocalMatrix | Matrix that transforms a point from world space into local space (Read Only). |
BroadcastMessage | Вызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков. |
CompareTag | Помечен ли данный игровой объект тегом tag? |
GetComponent | Возвращает компонент типа type, если он прикреплен к игровому объекту и null, если не прикреплен. |
GetComponentInChildren | Возвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину. |
GetComponentInParent | Возвращает все компоненты типа type из GameObject'а или из любого его родителя. |
GetComponents | Возвращает все компоненты типа type в GameObject. |
GetComponentsInChildren | Возвращает все компоненты типа type в GameObject или любому из его потомков. |
GetComponentsInParent | Возвращает все компоненты типа type в GameObject или любому из его родителей. |
SendMessage | Вызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте. |
SendMessageUpwards | Вызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game 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. |
GetPropertyBlock | Get per-renderer material property block. |
SetPropertyBlock | Lets you add per-renderer material parameters without duplicating a material. |
Destroy | Удаляет GameObject, Component или Asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active 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. |