Line 4: | Line 4: | ||
=Properties= | =Properties= | ||
− | {{ScriptFunction|bool|IsVisible|{ get; }|Returns true if the renderer is visible on any camera.|5=<pre> | + | {{ScriptFunction|bool|IsVisible|{ get; }|Returns true if the renderer is visible on any camera. |
− | isVisible = Space.Host.ExecutingObject.Renderer.IsVisible</pre>|6=<pre></pre> }} | + | Note that the object is considered visible when it needs to be rendered in the Scene. For example, it might not actually be visible by any camera but still need to be rendered for shadows. When running in the editor, the Scene view cameras will also cause this value to be true.|5=<pre> |
+ | isVisible = Space.Host.ExecutingObject.Renderer.IsVisible</pre>|6=<pre>--this object will move forward only if visible on a camera | ||
+ | |||
+ | thisObject = Space.Host.ExecutingObject | ||
+ | |||
+ | |||
+ | function OnUpdateFunction() | ||
+ | |||
+ | if thisObject.Renderer.IsVisible then | ||
+ | thisObject.WorldPosition = thisObject.WorldPosition + (thisObject.Forward * Space.DeltaTime * 0.2) | ||
+ | end | ||
+ | |||
+ | end | ||
+ | |||
+ | thisObject.OnUpdate(OnUpdateFunction)</pre> }} | ||
A renderer is what makes an object appear on the screen.
The SRenderer class component interfaces with Unity's Renderer component, exposing its functions to scripting.
Returns true if the renderer is visible on any camera. Note that the object is considered visible when it needs to be rendered in the Scene. For example, it might not actually be visible by any camera but still need to be rendered for shadows. When running in the editor, the Scene view cameras will also cause this value to be true.
isVisible = Space.Host.ExecutingObject.Renderer.IsVisible
--this object will move forward only if visible on a camera thisObject = Space.Host.ExecutingObject function OnUpdateFunction() if thisObject.Renderer.IsVisible then thisObject.WorldPosition = thisObject.WorldPosition + (thisObject.Forward * Space.DeltaTime * 0.2) end end thisObject.OnUpdate(OnUpdateFunction)
Get/Set if the rendered object is visible.
Space.Host.ExecutingObject.Renderer.Enabled = false
--clicking this object will make it disappear/reappear thisGameObject = Space.Host.ExecutingObject OnClick = function() thisGameObject.Renderer.Enabled = not thisGameObject.Renderer.Enabled end thisGameObject.AddClickable() thisGameObject.Clickable.OnClick(OnClick)
Get/Set the material instantiated to the renderer.
Space.Host.ExecutingObject.Renderer.Material.SetColor("_Color", 1.0, 0.5, 0.5, 1.0)
Get/Set all materials instantiated to the renderer.
mats = Space.Host.ExecutingObject.Renderer.Materials
Get/Set the shared material used by the renderer.
Get/Set all shared materials used by the renderer.
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