Class MapRenderer<TMapProperties>
Renders maps using a command buffer and a dedicated camera.
[ExecuteInEditMode]
public class MapRenderer<TMapProperties> : MapRenderer where TMapProperties : MapProperties, new()
Type Parameters
TMapPropertiesThe type of map properties used to configure the map rendering.
- Inheritance
-
GLMonoBehaviourMapRenderer<TMapProperties>
- Derived
- Inherited Members
-
GLMonoBehaviour.FindObjectsOfInterface<TInterface>()GLMonoBehaviour.FindRequiredObjectOfType<T>()GLMonoBehaviour.GetRequiredComponent<T>()GLMonoBehaviour.GetRequiredComponentInChildren<T>()MonoBehaviour.IsInvoking()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.runInEditModeComponent.GetComponent<T>()Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentsInParent<T>()Component.transformComponent.gameObjectComponent.tagObject.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.nameObject.hideFlags
Remarks
A map encodes scene information in a texture that can be used by post effects.
To use a map renderer (a concrete subclass of this generic class):
- Add the component to a GameObject in your scene.
- Configure the properties.
To render your own type of map:
- Create a shader that can render the information you need.
- (Optional) Create a background shader to render the background of the map.
- Create a new class inheriting from MapProperties, that sets up the material properties for your shader (and background shader if needed).
- Create extend from MapRenderer<TMapProperties> class using your new MapProperties type as the generic parameter. Generally the class can be empty (a concrete type is needed to show up in the inspector).
Methods
RefreshRendererList()
Updates the list of renderers to be drawn.
public void RefreshRendererList()
Remarks
This can potentially be slow, so be careful calling it each frame.