SpriteRenderer

Struct SpriteRenderer 

Source
pub struct SpriteRenderer {
Show 39 fields pub m_CastShadows: Enum_bool__u8, pub m_Color: ColorRGBA, pub m_Enabled: bool, pub m_GameObject: PPtr, pub m_LightmapIndex: u16, pub m_LightmapTilingOffset: Vector4f, pub m_Materials: Vec<PPtr>, pub m_ReceiveShadows: Enum_bool__u8, pub m_SortingOrder: i16, pub m_Sprite: PPtr, pub m_StaticBatchRoot: PPtr, pub m_AdaptiveModeThreshold: Option<f32>, pub m_DrawMode: Option<i32>, pub m_DynamicOccludee: Option<u8>, pub m_FlipX: Option<bool>, pub m_FlipY: Option<bool>, 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_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_Size: Option<Vector2f>, pub m_SortingLayer: Option<i16>, pub m_SortingLayerID: Option<i64>, pub m_SpriteSortPoint: Option<i32>, pub m_SpriteTileMode: Option<i32>, pub m_StaticBatchInfo: Option<StaticBatchInfo>, pub m_StaticShadowCaster: Option<u8>, pub m_SubsetIndices: Option<Vec<u32>>, pub m_UseLightProbes: Option<bool>, pub m_WasSpriteAssigned: Option<bool>,
}
Expand description

SpriteRenderer is a class of the Unity engine since version 4.3.0. Exert from Unity’s scripting documentation: Renders a Sprite for 2D graphics.

Fields§

§m_CastShadows: Enum_bool__u8§m_Color: ColorRGBA

Rendering color for the Sprite graphic.

§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>: (4.3.0 - 2022.3.2f1)

§m_LightmapIndex: u16

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>>: (4.3.0 - 2022.3.2f1)

§m_ReceiveShadows: Enum_bool__u8

Does this object receive shadows?

§m_SortingOrder: i16

Renderer’s order within a sorting layer.

§m_Sprite: PPtr

The Sprite to render. PPtr<Sprite>: (4.3.0 - 2022.3.2f1)

§m_StaticBatchRoot: PPtr

PPtr<Transform>: (4.3.0 - 2022.3.2f1)

§m_AdaptiveModeThreshold: Option<f32>

The current threshold for Sprite Renderer tiling. f32: (5.6.0f1 - 2022.3.2f1)

§m_DrawMode: Option<i32>

The current draw mode of the Sprite Renderer. i32: (5.6.0f1 - 2022.3.2f1)

§m_DynamicOccludee: Option<u8>

u8: (2017.2.0b2 - 2022.3.2f1)

§m_FlipX: Option<bool>

Flips the sprite on the X axis. bool: (5.3.0f1 - 2022.3.2f1)

§m_FlipY: Option<bool>

Flips the sprite on the Y axis. bool: (5.3.0f1 - 2022.3.2f1)

§m_LightProbeAnchor: Option<PPtr>

PPtr<Transform>: (4.3.0 - 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 sprite interacts with the masks. i32: (2017.1.0b1 - 2022.3.2f1)

§m_MotionVectors: Option<u8>

u8: (5.4.0f3 - 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_Size: Option<Vector2f>

Property to set or get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.Sliced or SpriteDrawMode.Tiled. Vector2f: (5.6.0f1 - 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_SpriteSortPoint: Option<i32>

Determines the position of the Sprite used for sorting the SpriteRenderer. i32: (2018.2.0b1 - 2022.3.2f1)

§m_SpriteTileMode: Option<i32>

i32: (5.6.0f1 - 2022.3.2f1)

§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: (4.3.0 - 5.4.6f3)

§m_UseLightProbes: Option<bool>

bool: (4.3.0 - 5.3.8f2)

§m_WasSpriteAssigned: Option<bool>

bool: (5.6.2f1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for SpriteRenderer

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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 SpriteRenderer

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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 SpriteRenderer

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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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