TilemapRenderer

Struct TilemapRenderer 

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pub struct TilemapRenderer {
Show 33 fields pub m_CastShadows: u8, pub m_ChunkSize: int3_storage, pub m_DynamicOccludee: u8, pub m_Enabled: bool, pub m_GameObject: PPtr, pub m_LightProbeUsage: u8, pub m_LightProbeVolumeOverride: PPtr, pub m_LightmapIndex: u16, pub m_LightmapIndexDynamic: u16, pub m_LightmapTilingOffset: Vector4f, pub m_LightmapTilingOffsetDynamic: Vector4f, pub m_MaskInteraction: i32, pub m_Materials: Vec<PPtr>, pub m_MaxChunkCount: u32, pub m_MaxFrameAge: u32, pub m_MotionVectors: u8, pub m_ProbeAnchor: PPtr, pub m_ReceiveShadows: u8, pub m_ReflectionProbeUsage: u8, pub m_SortOrder: i32, pub m_SortingLayer: i16, pub m_SortingLayerID: i32, pub m_SortingOrder: i16, pub m_StaticBatchInfo: StaticBatchInfo, pub m_StaticBatchRoot: PPtr, pub m_ChunkCullingBounds: Option<Vector3f>, pub m_DetectChunkCullingBounds: Option<i32>, pub m_Mode: Option<i32>, pub m_RayTraceProcedural: Option<u8>, pub m_RayTracingMode: Option<u8>, pub m_RendererPriority: Option<i32>, pub m_RenderingLayerMask: Option<u32>, pub m_StaticShadowCaster: Option<u8>,
}
Expand description

TilemapRenderer is a class of the Unity engine since version 2017.2.0b2. Exert from Unity’s scripting documentation: The tile map renderer is used to render the tile map marked out by a tile map component and a grid component. This class is a script interface for a tile map renderer component.

Fields§

§m_CastShadows: u8§m_ChunkSize: int3_storage

Size in number of tiles of each chunk created by the TilemapRenderer.

§m_DynamicOccludee: u8§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>: (2017.2.0b2 - 2022.3.2f1)

§m_LightProbeUsage: u8

The light probe interpolation type.

§m_LightProbeVolumeOverride: PPtr

PPtr<GameObject>: (2017.2.0b2 - 2022.3.2f1)

§m_LightmapIndex: u16

The index of the baked lightmap applied to this renderer.

§m_LightmapIndexDynamic: u16§m_LightmapTilingOffset: Vector4f§m_LightmapTilingOffsetDynamic: Vector4f§m_MaskInteraction: i32

Specifies how the Tilemap interacts with the masks.

§m_Materials: Vec<PPtr>

Returns all the instantiated materials of this object. Vec<PPtr<Material>>: (2017.2.0b2 - 2022.3.2f1)

§m_MaxChunkCount: u32

Maximum number of chunks the TilemapRenderer caches in memory.

§m_MaxFrameAge: u32

Maximum number of frames the TilemapRenderer keeps unused chunks in memory.

§m_MotionVectors: u8§m_ProbeAnchor: PPtr

If set, Renderer will use this Transform’s position to find the light or reflection probe. PPtr<Transform>: (2017.2.0b2 - 2022.3.2f1)

§m_ReceiveShadows: u8

Does this object receive shadows?

§m_ReflectionProbeUsage: u8

Should reflection probes be used for this Renderer?

§m_SortOrder: i32

Active sort order for the TilemapRenderer.

§m_SortingLayer: i16§m_SortingLayerID: i32

Unique ID of the Renderer’s sorting layer.

§m_SortingOrder: i16

Renderer’s order within a sorting layer.

§m_StaticBatchInfo: StaticBatchInfo§m_StaticBatchRoot: PPtr

PPtr<Transform>: (2017.2.0b2 - 2022.3.2f1)

§m_ChunkCullingBounds: Option<Vector3f>

Bounds used for culling of Tilemap chunks. Vector3f: (2017.4.33f1 - 2022.3.2f1)

§m_DetectChunkCullingBounds: Option<i32>

Returns whether the TilemapRenderer automatically detects the bounds to extend chunk culling by. i32: (2018.1.0f2 - 2022.3.2f1)

§m_Mode: Option<i32>

The mode in which the TileMapRenderer batches the tiles for rendering. i32: (2018.3.0f2 - 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_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_StaticShadowCaster: Option<u8>

Is this renderer a static shadow caster? u8: (2021.1.0b1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for TilemapRenderer

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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 TilemapRenderer

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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 TilemapRenderer

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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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