Component image 
Skinned Mesh Emitter component as seen in the Scene Inspector

This article or section is a Stub. You can help the Resonite Wiki by expanding it. A skinned mesh renderer can be used to emit particles from either the vertices, edges, or faces of a SkinnedMeshRenderer. The colors of the particles can be made to be the colors of certain points of a texture, which is sampled via which point on the skinned mesh renderer the particle is emitted from.
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. Some components stop their functionality when this field is disabled, but some don't. |
System
|
ParticleSystem | The particle system to get data from like style and particle count limits. |
Rate
|
Float | how fast to emit particles into the system. |
BurstOnActivatedMin
|
Float | The minimum value of the range of particle count to be emitted when activated as a burst. |
BurstOnActivatedMax
|
Float | The maximum value of the range of particle count to be emitted when activated as a burst. |
BurstOnStart
|
Bool | Whether or not particle bursts should be done on spawn. |
EmitFrom
|
MeshEmissionSource | What parts of the mesh to emit from. |
UseVertexColors
|
Bool | Whether to use the vertex color data from the mesh for the color of the particles. |
DirectionMode
|
MeshEmitterDirection | the coordinate direction to use for up. |
Direction
|
Float3 | Which direction in local space to shoot particles emitted by this emitter. |
RandomDirectionWeight
|
Float | How much to randomize the velocity of new particles (this is a magnitude) |
ColorTexture
|
Texture2D | The texture to use as the colors of the emitted particles (samples the color of this at the UV position of the mesh section it was emitted from) |
WrapMode
|
WrapMode | How to wrap the UV sample coordinates of the mesh. |
UVOffset
|
Float2 | How much to offset the UV sample position of ColorTexture
|
UVScale
|
Float2 | How much to scale the UV sample position of ColorTexture
|
ClipRect
|
Nullable`1<Rect> | The rectangle to discard UV coordinates if they end up outside this range. Kind of like a UV discard. |
Skin
|
SkinnedMeshRenderer | The skinned mesh renderer to emit from. |