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Unity Engine


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Unity Engine


VisualEffect

The visual effect class that references an VisualEffectAsset instance within the Scene.
Read time 10 minutesLast updated 5 days ago

Definition

[RequireComponent(typeof(Transform))]public class VisualEffect : Behaviour

Fields

Value

Description

outputEventReceivedOutput event are reported trough this callback.

Constructors

Constructor

Description

VisualEffect()The VisualEffect constructor.

Properties

Property

Description

aliveParticleCountReturns the sum of all alive particles within the visual effect.
allowInstancingAllows the visual effect to be batched with others of the same type.
culledUse this property to determine if this visual effect is not visible from any Camera. (Read Only)
initialEventIDThe default event name ID. To retrieve this value, use the PropertyID after VisualEffect has awakened or after you've invoked VisualEffect.Reinit.
initialEventNameThe default event name. Unity calls this event when the VisualEffect awakes, or when you call VisualEffect.Reinit.
pauseUse this property to set the pause state of the visual effect.
playRateA multiplier that Unity applies to the delta time when it updates the VisualEffect. The default value is 1.0f.
releaseInstanceWhenDisabledThis property allows the visual effect to release some buffers when the visual effect is disabled, potentially saving memory.
resetSeedOnPlayThis property controls whether the visual effect generates a new seed for the random number generator with each call to VisualEffect.Play function.
startSeedThe initial seed used for internal random number generator.
visualEffectAssetThe VisualEffectAsset that the VisualEffect uses.

Methods

Method

Description

AdvanceOneFrameIf _pause is true, this method processes the next visual effect update for exactly one frame with the current delta time.
CreateVFXEventAttributeUse this method to create a new VFXEventAttribute.
GetAnimationCurveGets the value of a named Animation Curve property.
GetBoolGets the value of a named bool property.
GetFloatGets the value of a named float property.
GetGradientGets the value of a named Gradient property.
GetIntGet a named exposed integer.
GetMatrix4x4Gets the value of a named Matrix4x4 property.
GetMeshGets the value of a named Mesh property.
GetOutputEventNamesGets the name of every output event system.
GetParticleSystemInfoGets information on a particle system.
GetParticleSystemNamesGets the name of every particle system.
GetSkinnedMeshRendererGets the value of a named Skinned Mesh Renderer property.
GetSpawnSystemInfoGets state on a spawn system.
GetSpawnSystemNamesGets the name of every spawn system.
GetSystemNamesGets the name of every system.
GetTextureGets the value of a named texture property.
GetTextureDimensionGets expected texture dimension for a named exposed texture.
GetUIntGets the value of a named unsigned integer property.
GetVector2Gets the value of a named Vector2 property.
GetVector3Gets the value of a named Vector3 property.
GetVector4Gets the value of a named Vector4 or Color property.
HasAnimationCurveChecks if the Visual Effect can override an Animation Curve with the name you pass in.
HasAnySystemAwakeChecks if any particle system in the effect is awake.
HasBoolChecks if the Visual Effect can override a bool with the name you pass in.
HasFloatChecks if the Visual Effect can override a float with the name you pass in.
HasGradientChecks if the Visual Effect can override a Gradient with the name you pass in.
HasGraphicsBufferChecks if the Visual Effect can override a GraphicsBuffer with the name you pass in.
HasIntChecks if the Visual Effect can override an integer with the name you pass in.
HasMatrix4x4Checks if the Visual Effect can override a Matrix4x4 with the name you pass in.
HasMeshChecks if the Visual Effect can override a Mesh with the name you pass in.
HasSkinnedMeshRendererChecks if the Visual Effect can override a Skinned Mesh Renderer with the name you pass in.
HasSystemUse this function to determine if the VisualEffect has the system you pass in.
HasTextureChecks if the Visual Effect can override a texture with the name you pass in.
HasUIntChecks if the Visual Effect can override an unsigned integer with the name you pass in.
HasVector2Checks if the Visual Effect can override a Vector2 with the name you pass in.
HasVector3Checks if the Visual Effect can override a Vector3 with the name you pass in.
HasVector4Checks if the Visual Effect can override a Vector4 or Color with the name you pass in.
PlayUse this method to send a play event to every Spawn system.
ReinitReintialize visual effect.
ResetOverrideUse this method to set the overridden state to false. This restores the default value that the Visual Effect Asset specifies.
SendEventUse this method to send a custom named event.
SetAnimationCurveSets the value of a named Animation Curve property.
SetBoolSets the value of a named bool property.
SetFloatSets the value of a float property exposed in the blackboard.
SetGradientSets the value of a named Gradient property.
SetGraphicsBufferSets the value of a named GraphicsBuffer property.
SetIntSets the value of a named integer property.
SetMatrix4x4Sets the value of a named Matrix4x4 property.
SetMeshSets the value of a named Mesh property.
SetSkinnedMeshRendererSets the value of a named Skinned Mesh Renderer property.
SetTextureSets the value of a named texture property.
SetUIntSets the value of a named unsigned integer property.
SetVector2Sets the value of a named Vector2 property.
SetVector3Sets the value of a named Vector3 property.
SetVector4Sets the value of a named Vector4 or Color property.
SimulateUse this method to fast-forward the visual effect by simulating all systems for several step counts using the specified delta time.
StopUse this method to send a stop event to all Spawn systems.

Inheritance

Inherited Members

Operators

Operator

Description

operator ==Compares two object references to see if they refer to the same object.
boolDetermines whether the object exists.
operator !=Compares if two objects refer to a different object.