Renderer

Struct Renderer 

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pub struct Renderer {
Show 14 fields pub m_CastShadows: bool, pub m_Enabled: bool, pub m_GameObject: PPtr, pub m_LightmapIndex: u8, pub m_LightmapTilingOffset: Vector4f, pub m_Materials: Vec<PPtr>, pub m_ReceiveShadows: bool, pub m_StaticBatchRoot: PPtr, pub m_SubsetIndices: Vec<u32>, pub m_LightProbeAnchor: Option<PPtr>, pub m_SortingLayer: Option<i16>, pub m_SortingLayerID: Option<u32>, pub m_SortingOrder: Option<i16>, pub m_UseLightProbes: Option<bool>,
}
Expand description

Renderer is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: General functionality for all renderers. A renderer is what makes an object appear on the screen. Use this class to access the renderer of any object, mesh or Particle System. Renderers can be disabled to make objects invisible (see enabled), and the materials can be accessed and modified through them (see material).See Also: Renderer components for meshes, particles, lines and trails.

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§m_CastShadows: bool§m_Enabled: bool

Makes the rendered 3D object visible if enabled.

§m_GameObject: PPtr

The game object this component is attached to. A component is always attached to a game object. PPtr<GameObject>: (3.4.0 - 4.7.2)

§m_LightmapIndex: u8

The index of the baked lightmap applied to this renderer.

§m_LightmapTilingOffset: Vector4f§m_Materials: Vec<PPtr>

Returns all the instantiated materials of this object. Vec<PPtr<Material>>: (3.4.0 - 4.7.2)

§m_ReceiveShadows: bool

Does this object receive shadows?

§m_StaticBatchRoot: PPtr

PPtr<Transform>: (3.4.0 - 4.7.2)

§m_SubsetIndices: Vec<u32>§m_LightProbeAnchor: Option<PPtr>

PPtr<Transform>: (3.5.0 - 4.7.2)

§m_SortingLayer: Option<i16>

i16: (4.3.0 - 4.3.4)

§m_SortingLayerID: Option<u32>

Unique ID of the Renderer’s sorting layer. u32: (4.5.0 - 4.7.2)

§m_SortingOrder: Option<i16>

Renderer’s order within a sorting layer. i16: (4.3.0 - 4.7.2)

§m_UseLightProbes: Option<bool>

bool: (3.5.0 - 4.7.2)

Trait Implementations§

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impl Debug for Renderer

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for Renderer

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for Renderer

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,