I found a few posts on the forum related to this, but most seem to speculate that this may not be possible. Hoping someone from the mother ship can confirm/deny. I have a sphere with a Halo attached so it appears to glow. Looks good, works nicely, and even behaves well on iPhone. Woo hoo! Now I want to control it so that when I enable the item it goes from off to on and script the size so I can make the glow pulse. I can't seem to get access to the effect and I can't find a "type" for it. If I do this... var myHalo : Halo; --invalid type GetComponent does not seem to like "Halo" either. Is this really off limits/uncontrollable via scripting?
Unfortunately, by a cursory look through the code it seems that Halo is a built-in component that is not exposed for scripting. However, you can treat it as a Behaviour for adding via code or for enabling/disabling. Since you won't be able to get at the individual color/size fields you probably could create a few discrete variations and store them on prefabs and instantiate specific prefabs. Here is an example of adding and controlling via code: Code (csharp): function Start() { var c : Behaviour = gameObject.AddComponent( "Halo" ); c.enabled = false; } function Update () { var c : Behaviour = GetComponent( "Halo" ); c.enabled = true; }