SceneEffects#
The scene's playing effects: one EffectOccurrence per active object with an Effect component, plus those scripts play with Scene.PlayEffect, stepped after physics. Created on first use and retained for reuse; scenes without effects never create it, and the renderer draws nothing for them.
public sealed class SceneEffectsMembers: HasVolumes · ParticleCount · Playing · StepSeconds
HasVolumes#
public bool HasVolumes { get; }Whether any volume element (Splats, Medium) has live particles: the renderer's volume pass and depth prepass need them.
ParticleCount#
public int ParticleCount { get; }Live particles over every occurrence and element.
Playing#
public IReadOnlyList<EffectOccurrence> Playing { get; }Playing occurrences: objects' in scene order, then played ones in the order they started.
StepSeconds#
public const float StepSeconds = 1f / 60;Related types#
Source#
- SceneEffects.cs