Projector Manual     Reference     Scripting  
Scripting > Runtime Classes > Projector
Projector Class, inherits from Behaviour

A script interface for a projector component.

The Projector can be used to project any material onto the scene - just like a real world projector. The properties exposed by this class are an exact match for the values in the Projector's inspector.

It can be used to implement blob or projected shadows. You could also project an animated texture or a render texture that films another part of the scene. The projector will render all objects in its view frustum with the provided material.

There is no shortcut property in GameObject or Component to access the Projector, so you must use GetComponent to do it:

function Start() {
// Get the projector
var proj : Projector = GetComponent (Projector);
// Use it
proj.nearClipPlane = 0.5;
}

See Also: projector component.

Variables
nearClipPlane

The near clipping plane distance.

farClipPlane

The far clipping plane distance.

fieldOfView

The field of view of the projection in degrees.

aspectRatio

The aspect ratio of the projection.

orthographic

Is the projection orthographic (true) or perspective (false)?

orthographicSize

Projection's half-size when in orthographic mode.

ignoreLayers

Which object layers are ignored by the projector.

material

The material that will be projected onto every object.

Inherited members
Inherited Variables
enabled

Enabled Behaviours are Updated, disabled Behaviours are not.

transform

The Transform attached to this GameObject (null if there is none attached).

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText attached to this GameObject (null if there is none attached).

networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter attached to this GameObject (null if there is none attached).

gameObject

The game object this component is attached to. A component is always attached to a game object.

tag

The tag of this game object.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifyable by the user?

Inherited Functions
GetComponent

Returns the component of Type type if the game object has one attached, null if it doesn't.

GetComponentInChildren

Returns the component of Type type in the GameObject or any of its children using depth first search.

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponents

Returns all components of Type type in the GameObject.

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.