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.
alignment | Select whether the trail will face the camera, or the orientation of the Transform Component. |
autodestruct | Does the GameObject of this trail renderer auto destructs? |
colorGradient | Set the color gradient describing the color of the trail at various points along its length. |
endColor | Set the color at the end of the trail. |
endWidth | The width of the trail at the end of the trail. |
generateLightingData | Configures 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. |
minVertexDistance | Set the minimum distance the trail can travel before a new vertex is added to it. |
numCapVertices | Set this to a value greater than 0, to get rounded corners on each end of the trail. |
numCornerVertices | Set this to a value greater than 0, to get rounded corners between each segment of the trail. |
positionCount | Get the number of line segments in the trail. |
startColor | Set the color at the start of the trail. |
startWidth | The width of the trail at the spawning point. |
textureMode | Choose whether the U coordinate of the trail texture is tiled or stretched. |
time | How long does the trail take to fade out. |
widthCurve | Set the curve describing the width of the trail at various points along its length. |
widthMultiplier | Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail. |
Clear | Removes all points from the TrailRenderer. Useful for restarting a trail from a new position. |
GetPosition | Get the position of a vertex in the trail. |
GetPositions | Get the positions of all vertices in the trail. |
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. |
bounds | The bounding volume of the renderer (Read Only). |
enabled | Makes the rendered 3D object visible if enabled. |
isPartOfStaticBatch | Has this renderer been statically batched with any other renderers? |
isVisible | Is this renderer visible in any camera? (Read Only) |
lightmapIndex | The index of the baked lightmap applied to this renderer. |
lightmapScaleOffset | The UV scale & offset used for a lightmap. |
lightProbeProxyVolumeOverride | If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. |
lightProbeUsage | The light probe interpolation type. |
localToWorldMatrix | Matrix that transforms a point from local space into world space (Read Only). |
material | Returns the first instantiated Material assigned to the renderer. |
materials | Returns all the instantiated materials of this object. |
motionVectorGenerationMode | Specifies the mode for motion vector rendering. |
probeAnchor | If set, Renderer will use this Transform's position to find the light or reflection probe. |
realtimeLightmapIndex | The index of the realtime lightmap applied to this renderer. |
realtimeLightmapScaleOffset | The UV scale & offset used for a realtime lightmap. |
receiveShadows | Does this object receive shadows? |
reflectionProbeUsage | Should reflection probes be used for this Renderer? |
shadowCastingMode | Does this object cast shadows? |
sharedMaterial | The shared material of this object. |
sharedMaterials | All the shared materials of this object. |
sortingLayerID | Unique ID of the Renderer's sorting layer. |
sortingLayerName | Name of the Renderer's sorting layer. |
sortingOrder | Renderer's order within a sorting layer. |
worldToLocalMatrix | Matrix that transforms a point from world space into local space (Read Only). |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
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. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
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. |
GetPropertyBlock | Get per-renderer material property block. |
SetPropertyBlock | Lets you add per-renderer material parameters without duplicating a material. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
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. |
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. |