(Added simple examples to all members (21) in STrailRenderer) |
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{{ScriptFunction|bool|ReceiveShadows|{ get;set; }|Does this object receive shadows?|5=<pre>Space.Host.ExecutingObject.TrailRenderer.ReceiveShadows = true</pre>}} | {{ScriptFunction|bool|ReceiveShadows|{ get;set; }|Does this object receive shadows?|5=<pre>Space.Host.ExecutingObject.TrailRenderer.ReceiveShadows = true</pre>}} | ||
− | {{ScriptFunction|SColor|StartColor|{ get;set; }|Set the color at the start of the trail. | + | {{ScriptFunction|SColor|StartColor|{ get;set; }|Set the color at the start of the trail.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.StartColor = Color.Black</pre>}} |
− | |5=<pre>Space.Host.ExecutingObject.TrailRenderer.StartColor = Color.Black</pre>}} | + | |
{{ScriptFunction|float|StartWidth|{ get;set; }|The width of the trail at the spawning point. | {{ScriptFunction|float|StartWidth|{ get;set; }|The width of the trail at the spawning point. | ||
− | A width of 1 corresponds to 1 unit in the game world. | + | A width of 1 corresponds to 1 unit in the game world.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.StartWidth = 1.1</pre>}} |
− | |5=<pre>Space.Host.ExecutingObject.TrailRenderer.StartWidth = 1.1</pre>}} | + | |
{{ScriptFunction|int|TextureMode|{ get;set; }|Choose whether the U coordinate of the trail texture is tiled or stretched. | {{ScriptFunction|int|TextureMode|{ get;set; }|Choose whether the U coordinate of the trail texture is tiled or stretched. | ||
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{{ScriptFunction|float|Time|{ get;set; }|How long does the trail take to fade out. (seconds)|5=<pre>Space.Host.ExecutingObject.TrailRenderer.Time = 10</pre>}} | {{ScriptFunction|float|Time|{ get;set; }|How long does the trail take to fade out. (seconds)|5=<pre>Space.Host.ExecutingObject.TrailRenderer.Time = 10</pre>}} | ||
− | {{ScriptFunction|bool|UseLightProbes|{ get;set; }|Enable Light Probes on the trail. | + | {{ScriptFunction|bool|UseLightProbes|{ get;set; }|Enable Light Probes on the trail.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.UseLightProbes = true</pre>}} |
− | |5=<pre>Space.Host.ExecutingObject.TrailRenderer.UseLightProbes = true</pre>}} | + | |
− | {{ScriptFunction|float|WidthMultiplier|{ get;set; }|Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail. | + | {{ScriptFunction|float|WidthMultiplier|{ get;set; }|Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.WidthMultiplier = 2</pre>}} |
− | |5=<pre>Space.Host.ExecutingObject.TrailRenderer.WidthMultiplier = 2</pre>}} | + | |
Removes all points from the TrailRenderer. Useful for restarting a trail from a new position.
Space.Host.ExecutingObject.TrailRenderer.Clear()
Get the position of a vertex in the trail.
vectorPos = Space.Host.ExecutingObject.TrailRenderer.GetPosition(0)
No documentation
Space.Host.ExecutingObject.TrailRenderer.Alignment = 1
Does the GameObject of this Trail Renderer auto destruct?
Space.Host.ExecutingObject.TrailRenderer.Autodestruct = true
Does the trail cast a shadow when a shadow-casting Light shines on it?
Space.Host.ExecutingObject.TrailRenderer.CastShadows = true
Whether this TrailRenderer component is Enabled or not
Space.Host.ExecutingObject.TrailRenderer.Enabled = true
Set the color at the end of the trail.
Space.Host.ExecutingObject.TrailRenderer.EndColor = Color.Red
The width of the trail at the end of the trail. A width of 1 corresponds to 1 unit in the game world.
Space.Host.ExecutingObject.TrailRenderer.EndWidth = 0.1
Is this renderer visible in any camera?
Space.Log(Space.Host.ExecutingObject.TrailRenderer.IsVisible)
Set the minimum distance the trail can travel before a new vertex is added to it. Smaller values with give smoother trails, consisting of more vertices, but costing more performance.
Space.Host.ExecutingObject.TrailRenderer.MinVertexDistance = 1
Set whether to use motion vectors to track this Renderer’s 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.
Space.Host.ExecutingObject.TrailRenderer.MotionVectors = true
Set this to a value greater than 0, to get rounded corners on each end of the trail.
Space.Host.ExecutingObject.TrailRenderer.NumCapVertices = 3
Set this to a value greater than 0, to get rounded corners between each segment of the trail.
Space.Host.ExecutingObject.TrailRenderer.NumCornerVertices = 2
Get the number of line segments in the trail.
numLineSegments = Space.Host.ExecutingObject.TrailRenderer.PositionCount
Does this object receive shadows?
Space.Host.ExecutingObject.TrailRenderer.ReceiveShadows = true
Set the color at the start of the trail.
Space.Host.ExecutingObject.TrailRenderer.StartColor = Color.Black
The width of the trail at the spawning point. A width of 1 corresponds to 1 unit in the game world.
Space.Host.ExecutingObject.TrailRenderer.StartWidth = 1.1
Choose whether the U coordinate of the trail texture is tiled or stretched. 0 Stretch, 1 Tile, 2 Distribute Per Segment, 3 Repeat Per Segment
Space.Host.ExecutingObject.TrailRenderer.TextureMode = 2
How long does the trail take to fade out. (seconds)
Space.Host.ExecutingObject.TrailRenderer.Time = 10
Enable Light Probes on the trail.
Space.Host.ExecutingObject.TrailRenderer.UseLightProbes = true
Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail.
Space.Host.ExecutingObject.TrailRenderer.WidthMultiplier = 2
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