pub struct TrailRenderer {Show 38 fields
pub m_Autodestruct: bool,
pub m_CastShadows: Enum_bool__u8,
pub m_Enabled: bool,
pub m_GameObject: PPtr,
pub m_LightmapIndex: u16,
pub m_LightmapTilingOffset: Vector4f,
pub m_Materials: Vec<PPtr>,
pub m_MinVertexDistance: f32,
pub m_ReceiveShadows: Enum_bool__u8,
pub m_StaticBatchRoot: PPtr,
pub m_Time: f32,
pub m_ApplyActiveColorSpace: Option<bool>,
pub m_Colors: Option<Gradient>,
pub m_DynamicOccludee: Option<u8>,
pub m_Emitting: Option<bool>,
pub m_EndWidth: Option<f32>,
pub m_LightProbeAnchor: Option<PPtr>,
pub m_LightProbeUsage: Option<u8>,
pub m_LightProbeVolumeOverride: Option<PPtr>,
pub m_LightmapIndexDynamic: Option<u16>,
pub m_LightmapTilingOffsetDynamic: Option<Vector4f>,
pub m_MaskInteraction: Option<i32>,
pub m_MotionVectors: Option<u8>,
pub m_Parameters: Option<LineParameters>,
pub m_ProbeAnchor: Option<PPtr>,
pub m_RayTraceProcedural: Option<u8>,
pub m_RayTracingMode: Option<u8>,
pub m_ReflectionProbeUsage: Option<i32>,
pub m_RendererPriority: Option<i32>,
pub m_RenderingLayerMask: Option<u32>,
pub m_SortingLayer: Option<i16>,
pub m_SortingLayerID: Option<i64>,
pub m_SortingOrder: Option<i16>,
pub m_StartWidth: Option<f32>,
pub m_StaticBatchInfo: Option<StaticBatchInfo>,
pub m_StaticShadowCaster: Option<u8>,
pub m_SubsetIndices: Option<Vec<u32>>,
pub m_UseLightProbes: Option<bool>,
}Expand description
TrailRenderer is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: The trail renderer is used to make trails behind objects in the Scene as they move about. This class is a script interface for a trail renderer component.
Fields§
§m_Autodestruct: boolDoes the GameObject of this Trail Renderer auto destruct?
m_CastShadows: Enum_bool__u8§m_Enabled: boolMakes the rendered 3D object visible if enabled.
m_GameObject: PPtrThe game object this component is attached to. A component is always attached to a game object.
PPtr<GameObject>: (3.4.0 - 2022.3.2f1)
m_LightmapIndex: u16The 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 - 2022.3.2f1)
m_MinVertexDistance: f32Set the minimum distance the trail can travel before a new vertex is added to it.
m_ReceiveShadows: Enum_bool__u8Does this object receive shadows?
m_StaticBatchRoot: PPtrPPtr<Transform>: (3.4.0 - 2022.3.2f1)
m_Time: f32How long does the trail take to fade out.
m_ApplyActiveColorSpace: Option<bool>bool: (2022.1.0b1 - 2022.3.2f1)
m_Colors: Option<Gradient>Gradient: (3.4.0 - 5.4.6f3)
m_DynamicOccludee: Option<u8>u8: (2017.2.0b2 - 2022.3.2f1)
m_Emitting: Option<bool>Creates trails when the GameObject moves. bool: (2018.2.0b1 - 2022.3.2f1)
m_EndWidth: Option<f32>The width of the trail at the end of the trail. f32: (3.4.0 - 5.4.6f3)
m_LightProbeAnchor: Option<PPtr>PPtr<Transform>: (3.5.0 - 4.7.2)
m_LightProbeUsage: Option<u8>The light probe interpolation type. u8: (5.4.0f3 - 2022.3.2f1)
m_LightProbeVolumeOverride: Option<PPtr>PPtr<GameObject>: (5.4.0f3 - 2022.3.2f1)
m_LightmapIndexDynamic: Option<u16>u16: (5.0.0f4 - 2022.3.2f1)
m_LightmapTilingOffsetDynamic: Option<Vector4f>Vector4f: (5.0.0f4 - 2022.3.2f1)
m_MaskInteraction: Option<i32>Specifies how the TrailRenderer interacts with SpriteMask. i32: (2022.1.0b1 - 2022.3.2f1)
m_MotionVectors: Option<u8>u8: (5.4.0f3 - 2022.3.2f1)
m_Parameters: Option<LineParameters>LineParameters: (5.5.0f3 - 2022.3.2f1)
m_ProbeAnchor: Option<PPtr>If set, Renderer will use this Transform’s position to find the light or reflection probe.
PPtr<Transform>: (5.0.0f4 - 2022.3.2f1)
m_RayTraceProcedural: Option<u8>u8: (2020.1.0b1 - 2022.3.2f1)
m_RayTracingMode: Option<u8>Describes how this renderer is updated for ray tracing. u8: (2019.3.0b1 - 2022.3.2f1)
m_ReflectionProbeUsage: Option<i32>Should reflection probes be used for this Renderer? i32: (5.0.0f4 - 5.3.8f2); u8: (5.4.0f3 - 2022.3.2f1)
m_RendererPriority: Option<i32>This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last. i32: (2018.3.0f2 - 2022.3.2f1)
m_RenderingLayerMask: Option<u32>Determines which rendering layer this renderer lives on. u32: (2018.1.0b2 - 2022.3.2f1)
m_SortingLayer: Option<i16>i16: (4.3.0 - 2022.3.2f1)
m_SortingLayerID: Option<i64>Unique ID of the Renderer’s sorting layer. u32: (4.5.0 - 4.7.2); i32: (5.0.0f4 - 2022.3.2f1)
m_SortingOrder: Option<i16>Renderer’s order within a sorting layer. i16: (4.3.0 - 2022.3.2f1)
m_StartWidth: Option<f32>The width of the trail at the spawning point. f32: (3.4.0 - 5.4.6f3)
m_StaticBatchInfo: Option<StaticBatchInfo>StaticBatchInfo: (5.5.0f3 - 2022.3.2f1)
m_StaticShadowCaster: Option<u8>Is this renderer a static shadow caster? u8: (2021.1.0b1 - 2022.3.2f1)
m_SubsetIndices: Option<Vec<u32>>Vec
m_UseLightProbes: Option<bool>bool: (3.5.0 - 5.3.8f2)