Version: 2019.3
LanguageEnglish
  • C#

VisualEffect

class in UnityEngine.VFX

/

Inherits from:Behaviour

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Description

The visual effect class that references an VisualEffectAsset instance within the Scene.

Properties

aliveParticleCountReturns the sum of all alive particles within the visual effect.
culledUse this property to determine if this visual effect is not visible from any Camera. (Read Only)
initialEventIDThe default event name ID. To retrieve this value, use the Shader.PropertyID after VisualEffect has awakened or after you've invoked VisualEffect.Reinit.
initialEventNameThe default event name. Unity calls this event when the VisualEffect awakes, or when you call VisualEffect.Reinit.
pauseUse this property to set the pause state of the visual effect.
playRateA multiplier that Unity applies to the delta time when it updates the VisualEffect. The default value is 1.0f.
resetSeedOnPlayThis property controls whether the visual effect generates a new seed for the random number generator with each call to VisualEffect.Play function.
startSeedThe initial seed used for internal random number generator.
visualEffectAssetThe VisualEffectAsset that the VisualEffect uses.

Constructors

VisualEffectThe VisualEffect constructor.

Public Methods

AdvanceOneFrameIf VisualEffect.pause is true, this method processes the next visual effect update for exactly one frame with the current delta time.
CreateVFXEventAttributeUse this method to create a new VFXEventAttribute.
GetAnimationCurveGets the value of a named animation curve property
GetBoolGets the value of a named bool property
GetFloatGets the value of a named float property
GetGradientGets the value of a named gradient property
GetIntGet a named exposed integer.
GetMatrix4x4Gets the value of a named Matrix4x4 property
GetMeshGets the value of a named mesh property
GetTextureGets the value of a named texture property
GetTextureDimensionGets expected texture dimension for a named exposed texture.
GetUIntGets the value of a named unsigned integer property
GetVector2Gets the value of a named Vector2 property
GetVector3Gets the value of a named Vector3 property
GetVector4Gets the value of a named Vector4 property
HasAnimationCurveUse this method to check if the visual effect can override an animation curve with the name you pass in.
HasBoolUse this method to check if the visual effect can override a bool with the name you pass in.
HasFloatUse this method to check if the visual effect can override a float with the name you pass in.
HasGradientUse this method to check if the visual effect can override a gradient with the name you pass in.
HasIntUse this method to check if the visual effect can override an integer with the name you pass in.
HasMatrix4x4Use this method to check if the visual effect can override a Matrix4x4 with the name you pass in.
HasMeshUse this method to check if the visual effect can override a Mesh with the name you pass in.
HasTextureUse this method to check if the visual effect can override a texture with the name you pass in.
HasUIntUse this method to check if the visual effect can override an unsigned integer with the name you pass in.
HasVector2Use this method to check if the visual effect can override a Vector2 with the name you pass in.
HasVector3Use this method to check if the visual effect can override a Vector3 with the name you pass in.
HasVector4Use this method to check if the visual effect can override a Vector4 with the name you pass in.
PlayUse this method to send a play event to every Spawn system.
ReinitReintialize visual effect.
ResetOverrideUse this method to set the overridden state to false. This restores the default value that the Visual Effect Asset specifies.
SendEventUse this method to send a custom named event.
SetAnimationCurveThe new animation curve value.
SetBoolThe new bool value.
SetFloatThe new float value.
SetGradientThe new gradient value.
SetIntThe new integer value.
SetMatrix4x4The new Matrix4x4 value.
SetMeshThe new mesh value.
SetTextureThe new texture value.
SetUIntThe new unsigned integer value.
SetVector2The new Vector2 value.
SetVector3The new Vector3 value.
SetVector4The new Vector4 value.
SimulateUse this method to fast-forward the visual effect by simulating all systems for several step counts using the specified delta time.
StopUse this method to send a stop event to all Spawn systems.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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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