TrailRenderer

class in UnityEngine

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Inherits from:Renderer

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Description

The trail renderer is used to make trails behind objects in the Scene as they move about.

This class is a script interface for a trail renderer component.

Variables

alignmentSelect whether the trail will face the camera, or the orientation of the Transform Component.
autodestructDoes the GameObject of this Trail Renderer auto destruct?
colorGradientSet the color gradient describing the color of the trail at various points along its length.
emittingCreates trails when the GameObject moves.
endColorSet the color at the end of the trail.
endWidthThe width of the trail at the end of the trail.
generateLightingDataConfigures a trail to generate Normals and Tangents. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.
minVertexDistanceSet the minimum distance the trail can travel before a new vertex is added to it.
numCapVerticesSet this to a value greater than 0, to get rounded corners on each end of the trail.
numCornerVerticesSet this to a value greater than 0, to get rounded corners between each segment of the trail.
positionCountGet the number of line segments in the trail.
shadowBiasApply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment.
startColorSet the color at the start of the trail.
startWidthThe width of the trail at the spawning point.
textureModeChoose whether the U coordinate of the trail texture is tiled or stretched.
timeHow long does the trail take to fade out.
widthCurveSet the curve describing the width of the trail at various points along its length.
widthMultiplierSet an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail.

Public Functions

AddPositionAdds a position to the trail.
AddPositionsAdd an array of positions to the trail.
BakeMeshCreates a snapshot of TrailRenderer and stores it in mesh.
ClearRemoves all points from the TrailRenderer. Useful for restarting a trail from a new position.
GetPositionGet the position of a vertex in the trail.
GetPositionsGet the positions of all vertices in the trail.
SetPositionSet the position of a vertex in the trail.
SetPositionsSets the positions of all vertices in the trail.

Inherited members

Variables

gameObjectИгровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту.
tagТег данного игрового объекта.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.
allowOcclusionWhenDynamicControls if dynamic occlusion culling should be performed for this renderer.
boundsThe bounding volume of the renderer (Read Only).
enabledMakes the rendered 3D object visible if enabled.
forceRenderingOffAllows turning off rendering for a specific component.
isPartOfStaticBatchHas this renderer been statically batched with any other renderers?
isVisibleIs this renderer visible in any camera? (Read Only)
lightmapIndexИндекс карты освещения, примененной при визуализации.
lightmapScaleOffsetThe UV scale & offset used for a lightmap.
lightProbeProxyVolumeOverrideIf set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject.
lightProbeUsageThe light probe interpolation type.
localToWorldMatrixMatrix that transforms a point from local space into world space (Read Only).
materialReturns the first instantiated Material assigned to the renderer.
materialsReturns all the instantiated materials of this object.
motionVectorGenerationModeSpecifies the mode for motion vector rendering.
probeAnchorЕсли установлено, Renderer будет использовать позицию Transform's, чтобы найти интерполированные светопробы.
rayTracingModeDescribes how this renderer is updated for ray tracing.
realtimeLightmapIndexИндекс карты освещения, примененной при визуализации.
realtimeLightmapScaleOffsetThe UV scale & offset used for a realtime lightmap.
receiveShadowsDoes this object receive shadows?
reflectionProbeUsageShould reflection probes be used for this Renderer?
rendererPriorityThis value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.
renderingLayerMaskDetermines which rendering layer this renderer lives on.
shadowCastingModeDoes this object cast shadows?
sharedMaterialThe shared material of this object.
sharedMaterialsAll the shared materials of this object.
sortingLayerIDUnique ID of the Renderer's sorting layer.
sortingLayerNameName of the Renderer's sorting layer.
sortingOrderRenderer's order within a sorting layer.
worldToLocalMatrixMatrix that transforms a point from world space into local space (Read Only).

Public Functions

BroadcastMessageВызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков.
CompareTagПомечен ли данный игровой объект тегом tag?
GetComponentReturns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components.
GetComponentInChildrenВозвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину.
GetComponentInParentВозвращает все компоненты типа type из GameObject'а или из любого его родителя.
GetComponentsВозвращает все компоненты типа type в GameObject.
GetComponentsInChildrenВозвращает все компоненты типа type в GameObject или любому из его потомков.
GetComponentsInParentВозвращает все компоненты типа type в GameObject или любому из его родителей.
SendMessageВызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте.
SendMessageUpwardsВызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.
GetClosestReflectionProbesReturns 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.
GetMaterialsReturns all the instantiated materials of this object.
GetPropertyBlockGet per-Renderer or per-Material property block.
GetSharedMaterialsReturns all the shared materials of this object.
HasPropertyBlockReturns true if the Renderer has a material property block attached via SetPropertyBlock.
SetPropertyBlockLets you set or clear per-renderer or per-material parameter overrides.

Static Functions

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.

Messages

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.