Renders a billboard from a BillboardAsset.
BillboardRenderers that share the same BillboardAsset can be rendered in a batch if they are next to each other in the order of rendering. The batching is always enabled regardless of whether dynamic batching is enabled or not.
Due to the always-upright nature of a tree billboard, BillboardRenderer can only rotate around Y-axis.
See Also: BillboardAsset.
billboard | The BillboardAsset to render. |
BillboardRenderer | Конструктор. |
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. |
allowOcclusionWhenDynamic | Controls if dynamic occlusion culling should be performed for this renderer. |
bounds | The bounding volume of the renderer (Read Only). |
enabled | Makes the rendered 3D object visible if enabled. |
forceRenderingOff | Allows turning off rendering for a specific component. |
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. |
rayTracingMode | Describes how this renderer is updated for ray tracing. |
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? |
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. |
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. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Returns 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. |
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 | 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. |