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    Class LightAnchor

    Represents camera-space light controls around a virtual pivot point.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    LightAnchor
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
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    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine
    Assembly: Unity.RenderPipelines.Core.Runtime.dll
    Syntax
    [AddComponentMenu("Rendering/Light Anchor")]
    [ExecuteInEditMode]
    [DisallowMultipleComponent]
    [CoreRPHelpURL("View-Lighting-Tool", "com.unity.render-pipelines.core")]
    public class LightAnchor : MonoBehaviour

    Properties

    anchorPosition

    The position of the light's anchor point.

    Declaration
    public Vector3 anchorPosition { get; }
    Property Value
    Type Description
    Vector3

    anchorPositionOffset

    Offset relative to the position of the anchor position override transform in object space.

    Declaration
    public Vector3 anchorPositionOffset { get; set; }
    Property Value
    Type Description
    Vector3

    anchorPositionOverride

    Overrides the pivot of used to compute the light position. This is useful to track an existing object in the scene. The transform of the light will be automatically updated by the Update() method of the LightAnchor.

    Declaration
    public Transform anchorPositionOverride { get; set; }
    Property Value
    Type Description
    Transform

    distance

    The distance from the light's anchor point.

    Declaration
    public float distance { get; set; }
    Property Value
    Type Description
    float

    frameSpace

    Indicates whether the up vector should be in world or camera space.

    Declaration
    public LightAnchor.UpDirection frameSpace { get; set; }
    Property Value
    Type Description
    LightAnchor.UpDirection

    pitch

    The pitch relative to the horizon or camera depending on value of m_Space.

    Declaration
    public float pitch { get; set; }
    Property Value
    Type Description
    float
    Remarks

    The range is -180 through 180 inclusive. Values between 0 and 180 are below the camera, and values between 0 and -180 are above the camera.

    roll

    The camera-relative roll.

    Declaration
    public float roll { get; set; }
    Property Value
    Type Description
    float
    Remarks

    The range is -180 through 180 inclusive. Values between 0 and 180 are to the right of the camera, and values between 0 and -180 are to the left of the camera.

    yaw

    The camera-relative yaw.

    Declaration
    public float yaw { get; set; }
    Property Value
    Type Description
    float
    Remarks

    The range is -180 through 180 inclusive. Values between 0 and 180 are to the right of the camera, and values between 0 and -180 to the left.

    Methods

    NormalizeAngleDegree(float)

    Normalizes the input angle to be in the range of -180 and 180.

    Declaration
    public static float NormalizeAngleDegree(float angle)
    Parameters
    Type Name Description
    float angle

    Raw input angle or rotation.

    Returns
    Type Description
    float

    Returns the angle of rotation between -180 and 180.

    SynchronizeOnTransform(Camera)

    Updates Yaw, Pitch, Roll, and Distance based on the Transform.

    Declaration
    public void SynchronizeOnTransform(Camera camera)
    Parameters
    Type Name Description
    Camera camera

    The Camera to which light values are relative.

    UpdateTransform(Camera, Vector3)

    Updates the light's transform with respect to a given camera and anchor point

    Declaration
    public void UpdateTransform(Camera camera, Vector3 anchor)
    Parameters
    Type Name Description
    Camera camera

    The camera to which values are relative.

    Vector3 anchor

    The anchor position.

    Extension Methods

    ReflectionUtils.GetField(object, string)
    ReflectionUtils.GetFields(object)
    ReflectionUtils.Invoke(object, string, params object[])
    ReflectionUtils.SetField(object, string, object)
    AnalyticsUtils.ToNestedColumnWithDefault<T>(T, T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, T)
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