Component:StaticMesh

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Component image 
Static Mesh component as seen in the Scene Inspector


The StaticMesh component is used to load a static mesh asset from the Uri specified in `URL`

Generally, you will not need to use this component directly, as it is created automatically when importing a new mesh, or when baking a Procedural Mesh using the Sync Method BakeMesh()

Fields

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.
URL Uri The Uri pointing to the .meshx asset to be loaded
Readable Bool Whether this component's data can be read via protoflux.

Sync Delegates

Triggers
Method Name Method type and Arguments. Is the method hidden? Description
RecalculateNormals:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Will recalculate all of the vertex normals on the mesh.
RecalculateNormalsMerged:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Recalculates this meshes vertex normals which effects shading.
RecalculateTangentsSimple:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Recalulates mesh tangents which affect shading. Simple mode.
RecalculateTangentsMikktspace:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition.
RecalculateBlendshapeNormals:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Recalculate the normals of blendshape data.
RecalculateBlendshapeNormalsMerged:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Recalculate the normals of blendshape data. Merged mode.
RecalculateBlendshapeTangentsMikktspace:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Recalculate the normals of blendshape data in Mikktspace.
FlipNormals:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
ReverseWinding:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
MakeDualSided:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
ConvertToFlatShading:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Duplicates all shared vertices on the mesh, so that the vertex normals for a given face can be perpendicular, resulting in a faceted (or "flat") look.
MergeDoubles:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Merges all the vertices in the exact same place on the mesh.
StripEmptyBlendshapes:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Strips blendshapes from the mesh that don't move any vertices.
MergeBlendshapes:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Merges the blendshapes and returns a task that will complete in the future with a boolean.
StripBlendshapeNormals:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Gets rid of per shapekey normal data
StripBlendshapeTangents:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Gets rid of per shapekey tangent data.
TrimBoneWeightCount:Func`2<Int, Task`1<Bool>> Func`2<Int, Task`1<Bool>> X Reduces the amount of bones allowed to be weighted to a mesh per vertex.
ConvertToConvexHull:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape.
ConvertToPointCloud:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Creates a mesh that is a cloud of points using the vertices of this mesh.
TranslateUVs:Func`3<Float4, Float4, Task`1<Bool>> Func`3<Float4, Float4, Task`1<Bool>> X Transforms the mesh UVs around.
ResaveMesh:ButtonEventHandler ButtonEventHandler Resaves the mesh recieved on the client to the cloud. can fix syncing issues with other users.
RecalculateNormals:ButtonEventHandler ButtonEventHandler Use above function instead.
RecalculateNormalsMerged:ButtonEventHandler ButtonEventHandler Use above function instead.
RecalculateTangentsSimple:ButtonEventHandler ButtonEventHandler Use above function instead.
RecalculateTangentsMikk:ButtonEventHandler ButtonEventHandler Use above function instead.
RecalculateBlendshapeNormals:ButtonEventHandler ButtonEventHandler Use above function instead.
RecalculateBlendshapeNormalsMerged:ButtonEventHandler ButtonEventHandler Use above function instead.
RecalculateBlendshapeTangentsMikk:ButtonEventHandler ButtonEventHandler Use above function instead.
FlipNormals:ButtonEventHandler ButtonEventHandler Use above function instead.
ReverseWinding:ButtonEventHandler ButtonEventHandler Use above function instead.
MakeDualSided:ButtonEventHandler ButtonEventHandler Use above function instead.
ConvertToFlatShading:ButtonEventHandler ButtonEventHandler Use above function instead.
MergeDoubles:ButtonEventHandler ButtonEventHandler Use above function instead.
StripEmptyBlendshapes:ButtonEventHandler ButtonEventHandler Use above function instead.
MergeBlendshapes:ButtonEventHandler ButtonEventHandler Use above function instead.
StripBlendshapeNormals:ButtonEventHandler ButtonEventHandler Use above function instead.
StripBlendshapeTangents:ButtonEventHandler ButtonEventHandler Use above function instead.
TrimBoneWeightCount:ButtonEventHandler`1<Int> ButtonEventHandler`1<Int> Use above function instead.
ConvertToConvexHull:ButtonEventHandler ButtonEventHandler Converts the mesh to a convex hull.
ConvertToPointCloud:ButtonEventHandler ButtonEventHandler Converts the mesh to a point cloud.
GetBoneList:ButtonEventHandler ButtonEventHandler Creates a dialog that shows the bone list.
GetBoneData:ButtonEventHandler ButtonEventHandler Creates a dialog that shows the bone data.
ScaleUVs:ButtonEventHandler`1<FloatTextEditorParser> ButtonEventHandler`1<FloatTextEditorParser> Scales the UVs by the recieved size.

Usage

Attach to a slot, provide a URL and insert into a Component:SkinnedMeshRenderer or Component:MeshRenderer. Don't forget the Material(s).

Examples

See Also