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Bevel Stripe Mesh is a component that generates Mesh data for cube with a different bevel depth on the top left edge and bottom right edge of the cube. It can also be indented in the middle on two opposite sides.
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. |
Width
|
Float | The width of the cube |
Height
|
Float | the height of the cube |
Thickness
|
Float | the length of the cube. |
SlantLeft
|
Float | the Bevel angle of the length wise edge on the top left. |
SlantRight
|
Float | the Bevel angle of the length wise edge on the bottom right. |
Relief
|
Bool | Whether to indent the cube in the center. |
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
The geometry this generates can be viewed by inserting the component into a Mesh Renderer component. Don't forget to use a material with the mesh renderer.
Examples
Used for the visuals of the ToolShelves that are used on most avatars.