class in UnityEngine
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Inherits from:Component
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Implemented in:UnityEngine.CoreModule
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Close Your name Your email Suggestion* Switch to Manual DescriptionLODGroup 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.
Static Properties Property Description crossFadeAnimationDuration The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. Properties Property Description 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. Public Methods Method Description ForceLOD Disable automatic LOD selection based on camera distance by forcing a specific LOD level, or revert to the default automatic behavior by passing a negative value as parameter. GetLODs Returns the array of LODs. RecalculateBounds Recalculate the bounding region for the LODGroup. This process can be slow. To avoid lag, call this function infrequently. SetLODs Set the LODs for the LOD group. This removes any existing LODs configured on the LODGroup. 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.RetroSearch is an open source project built by @garambo | Open a GitHub Issue
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