Draw and configure a trail behind a moving GameObject
Trail Renderer component referenceSwitch to ScriptingThis section contains the following sub-sections:
The curve is sampled at each vertex, so its accuracy is limited by the number of vertices in your trail. The overall width of the trail is controlled by the width value.
Time Define the lifetime of a point in the trail, in seconds. Min Vertex Distance The minimum distance between points in the trail, in world units. AutoDestruct Enable this to destroy the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObjectâs functionality is defined by the Components attached to it. More infoUnity samples colors from the Color gradient at each vertex. Between each vertex, Unity applies linear interpolation to colors. Adding more vertices to your trail might give a closer approximation of a detailed gradient.
Corner Vertices This property dictates how many extra vertices are used when drawing corners in a trail. Increase this value to make the trail corners appear rounder. End Cap Vertices This property dictates how many extra vertices are used to create end caps on the trail. Increase this value to make the trail caps appear rounder. Alignment Set the direction that the trail faces. The options are:The Materials section lists all the materials that this component uses.
Property Description Size The number of elements in the material list.If you decrease the number of elements, Unity deletes the elements at the end of the list. If you increase the number of elements, Unity adds new elements to the end of the list. Unity populates new elements with the same material that the element at the end of the list uses.
Element The materials in the list. You can assign a material asset to each element.By default, Unity orders the list alphabetically based on the name of the materials. This list is reorderable, and Unity updates the number of the elements automatically as you change their order.
LightingThe Lighting section contains properties that relate to lighting.
Property Description Cast Shadows Specify if and how this Renderer casts shadows when a suitable Light shines on it.This property corresponds to the Renderer.shadowCastingMode API.
The options are:
This property only has an effect if you enable Baked Global Illumination or Enlighten Realtime Global Illumination for this scene.
This property corresponds to the Renderer.receiveShadows API.
Contribute Global Illumination Include this Renderer in global illumination calculations, which take place at bake time.This property only has an effect if you enable Baked Global Illumination or Enlighten Realtime Global Illumination for this scene.
Enabling this property enables the Contribute GI flag in the GameObjectâs Static Editor Flags. It corresponds to the StaticEditorFlags.ContributeGI API.
Receive Global Illumination Whether Unity provides global illumination data to this Renderer from baked lightmaps, or from runtime Light Probes.This property is only editable if you enable Contribute Global Illumination. It only has an effect if you enable Baked Global Illumination or Enlighten Realtime Global Illumination for this scene.
This property corresponds to the MeshRenderer.receiveGI API.
The options are:
This property is visible only if Contribute GI is enabled in the GameObjectâs Static Editor Flags, your project uses the Built-in Render Pipeline, and Enlighten Realtime Global Illumination is enabled in your scene.
ProbesThe Probes section contains properties relating to Light Probe and Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary.
This property corresponds to the Renderer.lightProbeUsage API.
The options are:
This property is only visible when Light Probes is set to Use Proxy Volume.
Reflection Probes Set how the Renderer receives reflections from the Reflection Probe system.This property corresponds to the Renderer.probeAnchor API.
The options are:
This property corresponds to the Renderer.probeAnchor API.
Additional SettingsThe Additional Settings section contains additional properties.
Property Description Motion Vectors Set whether to use motion vectors to track this Rendererâs per-pixel, screen-space motion from one frame to the next. You can use this information to apply post-processing effects such as motion blur.Note: not all platforms support motion vectors. See SystemInfo.supportsMotionVectors for more information.
This property corresponds to the Renderer.motionVectorGenerationMode API.
The options are:
Dynamic Occlusion is enabled by default. Disable it for effects such as drawing the outline of a character behind a wall.
Sorting Layer The name of this Rendererâs Sorting Layer. Order in Layer This Rendererâs order within a Sorting Layer.TrailRenderer
Draw and configure a trail behind a moving GameObject
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