class in UnityEngine
/
Inherits from:Component
/
Implemented in:UnityEngine.CoreModule
LODGroup 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.
| crossFadeAnimationDuration | The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. | 
| 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. | 
| ForceLOD | |
| GetLODs | Returns the array of LODs. | 
| RecalculateBounds | Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). | 
| SetLODs | Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. | 
| 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. | 
| 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. | 
| 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. | 
| 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. |