LODGroup
class in UnityEngine
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Inherits from:Component
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Implemented in:UnityEngine.CoreModule
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Description 描述
LODGroup lets you group multiple Renderers into LOD levels.
This can be used to switch between different LOD levels at runtime based on size on screen.
Static Properties
| crossFadeAnimationDuration | The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. |
Properties 属性
| animateCrossFading | Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. | ||
| enabled | Enable / Disable the LODGroup. | ||
| fadeMode | The LOD fade mode used. | ||
| localReferencePoint | The local reference point against which the LOD distance is calculated. | ||
| lodCount | The number of LOD levels. | ||
| size | The size of the LOD object in local space. |
Public Methods 公共方法
| ForceLOD | |||
| GetLODs | Returns the array of LODs. | ||
| RecalculateBounds | Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). | ||
| SetLODs | Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. |
Inherited Members 继承成员
Properties 属性
| gameObject | The game object this component is attached to. A component is always attached to a game object. | ||
| tag | The tag of this game object. | ||
| transform | The Transform attached to this GameObject. | ||
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | ||
| name | The name of the object. |
Public Methods 公共方法
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | ||
| CompareTag | Is this game object tagged with tag ? | ||
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. | ||
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. | ||
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. | ||
| GetComponents | Returns all components of Type type in the GameObject. | ||
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. | ||
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | ||
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | ||
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | ||
| TryGetComponent | Gets the component of the specified type, if it exists. | ||
| GetInstanceID | Returns the instance id of the object. | ||
| ToString | Returns the name of the object. |
Static Methods 静态方法
| Destroy | Removes a GameObject, component or asset. | ||
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | ||
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | ||
| FindObjectOfType | Returns the first active loaded object of Type type. | ||
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | ||
| Instantiate | Clones the object original and returns the clone. |
Operators 运算符
| bool | Does the object exist? | ||
| operator != | Compares if two objects refer to a different object. | ||
| operator == | Compares two object references to see if they refer to the same object. |