Rendering Components
Rendering components affect how objects in a scene will be seen. Scenes contain rendering components such as cameras and lights that can be manipulated to capture objects in your game. Rendering components can be seen in the hierarchy window and must be opened in order to be edited. The Wolfram Language allows rendering components to be represented in a symbolic form that can be manipulated immediately.
Camera Component
UnityCamera — represents a camera
UnityCameraQ — test whether an object is a camera
CreateUnityCamera — create a camera
DeleteUnityCamera — delete a camera
Light Component
UnityLight — represents a light
UnityLightQ — test whether an object is a light
CreateUnityLight — create a light
DeleteUnityLight — delete a light
Light Probe Group Component
UnityLightProbeGroup — represents a light probe group
UnityLightProbeGroupQ — test whether an object is a light probe group
CreateUnityLightProbeGroup — create a light probe group
DeleteUnityLightProbeGroup — delete a light probe group
Light Probe Proxy Volume Component
UnityLightProbeProxyVolume — represents a light probe proxy volume
UnityLightProbeProxyVolumeQ — test whether an object is a light probe proxy volume
CreateUnityLightProbeProxyVolume — create a light probe proxy volume
DeleteUnityLightProbeProxyVolume — delete a light probe proxy volume
Reflection Probe Component
UnityReflectionProbe — represents a reflection probe
UnityReflectionProbeQ — test whether an object is a reflection probe
CreateUnityReflectionProbe — create a reflection probe
DeleteUnityReflectionProbe — delete a reflection probe
Canvas Renderer Component
UnityCanvasRenderer — represents a canvas renderer
UnityCanvasRendererQ — test whether an object is a canvas renderer
CreateUnityCanvasRenderer — create a canvas renderer
DeleteUnityCanvasRenderer — delete a canvas renderer
Sprite Renderer Component
UnitySpriteRenderer — represents a sprite renderer
UnitySpriteRendererQ — test whether an object is a sprite renderer
CreateUnitySpriteRenderer — create a sprite renderer
DeleteUnitySpriteRenderer — delete a sprite renderer
Flare Layer Component
UnityFlareLayer — represents a flare layer
UnityFlareLayerQ — test whether an object is a flare layer
CreateUnityFlareLayer — create a flare layer
DeleteUnityFlareLayer — delete a flare layer
GUI Layer Component
UnityGUILayer — represents a GUI layer
UnityGUILayerQ — test whether an object is a GUI layer
CreateUnityGUILayer — create a GUI layer
DeleteUnityGUILayer — delete a GUI layer
GUI Text Component
UnityGUIText — represents a GUI text
UnityGUITextQ — test whether an object is a GUI text
CreateUnityGUIText — create a GUI text
DeleteUnityGUIText — delete a GUI text
GUI Texture Component
UnityGUITexture — represents a GUI texture
UnityGUITextureQ — test whether an object is a GUI texture
CreateUnityGUITexture — create a GUI texture
DeleteUnityGUITexture — delete a GUI texture
LOD Group Component
UnityLODGroup — represents a LOD group
UnityLODGroupQ — test whether an object is a LOD group
CreateUnityLODGroup — create a LOD group
DeleteUnityLODGroup — delete a LOD group
Occlusion Area Component
UnityOcclusionArea — represents a occlusion area
UnityOcclusionAreaQ — test whether an object is a occlusion area
CreateUnityOcclusionArea — create a occlusion area
DeleteUnityOcclusionArea — delete a occlusion area
Occlusion Portal Component
UnityOcclusionPortal — represents a occlusion portal
UnityOcclusionPortalQ — test whether an object is a occlusion portal
CreateUnityOcclusionPortal — create a occlusion portal
DeleteUnityOcclusionPortal — delete a occlusion portal
Skybox Component
UnitySkybox — represents a skybox
UnitySkyboxQ — test whether an object is a skybox
CreateUnitySkybox — create a skybox
DeleteUnitySkybox — delete a skybox
Sorting Group Component
UnitySortingGroup — represents a sorting group
UnitySortingGroupQ — test whether an object is a sorting group
CreateUnitySortingGroup — create a sorting group
DeleteUnitySortingGroup — delete a sorting group