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Unity - Scripting API: Light2DBase
Awake Unity calls Awake when an enabled script instance is being loaded. FixedUpdate Frame-rate independent MonoBehaviour.FixedUpdate message for physics calculations. LateUpdate LateUpdate is called every frame, if the Behaviour is enabled. OnAnimatorIK Callback for setting up animation IK (inverse kinematics). OnAnimatorMove Callback for processing animation movements for modifying root motion. OnApplicationFocus Sent to all GameObjects when the player gets or loses focus. OnApplicationPause Sent to all GameObjects when the playing application pauses or resumes on losing or regaining focus. OnApplicationQuit Sent to all GameObjects before the application quits. OnAudioFilterRead If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. OnBecameInvisible OnBecameInvisible is called when the renderer is no longer visible by any camera. OnBecameVisible OnBecameVisible is called when the renderer became visible by any camera. OnCollisionEnter OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. OnCollisionEnter2D Sent when an incoming collider makes contact with this object's collider (2D physics only). OnCollisionExit OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. OnCollisionExit2D Sent when a collider on another object stops touching this object's collider (2D physics only). OnCollisionStay OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody. OnCollisionStay2D Sent each frame where a collider on another object is touching this object's collider (2D physics only). OnConnectedToServer Called on the client when you have successfully connected to a server. OnControllerColliderHit OnControllerColliderHit is called when the controller hits a collider while performing a Move. OnDestroy Destroying the attached Behaviour will result in the game or Scene receiving OnDestroy. OnDisable This function is called when the behaviour becomes disabled. OnDrawGizmos Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. OnDrawGizmosSelected Implement OnDrawGizmosSelected to draw a gizmo if the object is selected. OnEnable This function is called when the object becomes enabled and active. OnFailedToConnect Called on the client when a connection attempt fails for some reason. OnGUI OnGUI is called for rendering and handling GUI events. OnJointBreak Called when a joint attached to the same game object broke. OnJointBreak2D Called when a Joint2D attached to the same game object breaks. OnMouseDown OnMouseDown is called when the user presses the left mouse button while over the Collider. OnMouseDrag OnMouseDrag is called when the user has clicked on a Collider and is still holding down the mouse. OnMouseEnter Called when the mouse enters the Collider. OnMouseExit Called when the mouse is not any longer over the Collider. OnMouseOver Called every frame while the mouse is over the Collider. OnMouseUp OnMouseUp is called when the user has released the mouse button. OnMouseUpAsButton OnMouseUpAsButton is only called when the mouse is released over the same Collider as it was pressed. OnParticleCollision OnParticleCollision is called when a particle hits a Collider. OnParticleSystemStopped OnParticleSystemStopped is called when all particles in the system have died, and no new particles will be born. New particles cease to be created either after Stop is called, or when the duration property of a non-looping system has been exceeded. OnParticleTrigger OnParticleTrigger is called when any particles in a Particle System meet the conditions in the trigger module. OnParticleUpdateJobScheduled OnParticleUpdateJobScheduled is called when a Particle System's built-in update job has been scheduled. OnPostRender Event function that Unity calls after a Camera renders the scene. OnPreCull Event function that Unity calls before a Camera culls the scene. OnPreRender Event function that Unity calls before a Camera renders the scene. OnRenderImage Event function that Unity calls after a Camera has finished rendering, that allows you to modify the Camera's final image. OnRenderObject OnRenderObject is called after camera has rendered the Scene. OnServerInitialized Called on the server whenever a Network.InitializeServer was invoked and has completed. OnTransformChildrenChanged This function is called when the list of children of the transform of the GameObject has changed. OnTransformParentChanged This function is called when a direct or indirect parent of the transform of the GameObject has changed. OnTriggerEnter When a GameObject collides with another GameObject, Unity calls OnTriggerEnter. OnTriggerEnter2D Sent when another object enters a trigger collider attached to this object (2D physics only). OnTriggerExit OnTriggerExit is called when the Collider other has stopped touching the trigger. OnTriggerExit2D Sent when another object leaves a trigger collider attached to this object (2D physics only). OnTriggerStay OnTriggerStay is called once per physics update for every Collider other that is touching the trigger. OnTriggerStay2D Sent once per physics update when another object is within a trigger collider attached to this object (2D physics only). OnValidate Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. OnWillRenderObject OnWillRenderObject is called for each camera if the object is visible and not a UI element. Reset Reset to default values. Start Start is called on the frame when a script is enabled just before any of the Update methods are called the first time. Update Update is called every frame, if the MonoBehaviour is enabled.
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