(Redirected from CircleMesh (Component))
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The CircleMesh component procedurally generates a circle mesh for use with a MeshRenderer.
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
HighPriorityIntegration
|
Bool | If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes. |
OverrideBoundingBox
|
Bool | Force the bounding box calculated from this component to use OverridenBoundingBox instead of calculating when requested.
|
OverridenBoundingBox
|
BoundingBox | the bounding box this component should say it has when OverrideBoundingBox is enabled. Useful for bounding box calculations with Flux, or changing the selection box for this component when rendered.
|
Profile
|
ColorProfile | The profile that the vertex colors for this mesh should be displayed in. |
Rotation
|
FloatQ | How much to rotate the circle mesh from it's rest position before rendering |
Segments
|
Int | How many sides the circle has. |
Radius
|
Float | How big the circle's radius is. |
Arc
|
Float | How much out of 360 degrees the circle should take up of a full circle. |
UVScale
|
Float2 | The scale of the texture detail of the material rendered on this mesh. |
ScaleUVWithSize
|
Bool | Whether to make the detail of the material independent of the size of circle in global space. |
TriangleFan
|
Bool | Whether to make the circle a bunch of triangles that meet in the middle or not. |
Sync Delegates
Method Name | Method type and Arguments. | Description |
---|---|---|
BakeMesh()
|
Action | Bake meshes is a sync method that creates a static mesh component with this component, replaces all references to this component with the static mesh component, then deletes this component. |
Usage
Attach this component to a slot, and then put it inside of a Mesh Renderer component to view what it looks like. Don't forget to add a material to the mesh renderer.
Examples
Can be used to make a round platform, or to make a mini disc world.