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Unity - Scripting API: Renderer

Renderer

class in UnityEngine

/

Inherits from:Component

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Implemented in:UnityEngine.CoreModule

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Description

General functionality for all renderers.

A renderer is what makes an object appear on the screen. Use this class to access the renderer of any object, mesh or Particle System. Renderers can be disabled to make objects invisible (see enabled), and the materials can be accessed and modified through them (see material).

Additional resources: Renderer components for meshes, particles, lines and trails.

Public Methods Method Description 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. SetMaterials Assigns the shared materials of this renderer using the list of materials provided. SetPropertyBlock Lets you set or clear per-renderer or per-material parameter overrides. SetSharedMaterials Assigns the shared materials of this renderer using the list of materials provided. Messages Message Description 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. Inherited Members Properties Property Description 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. Public Methods Method Description 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 Gets a reference to a component of type T on the same GameObject as the component specified. GetComponentInChildren Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. GetComponentIndex Gets the index of the component on its parent GameObject. GetComponentInParent Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. GetComponents Gets references to all components of type T on the same GameObject as the component specified. GetComponentsInChildren Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. GetComponentsInParent Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. 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. Static Methods Method Description 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. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description 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.

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