|  Automated: update Fields, Categories |  Automated: update 'HighPriorityIntegration' description | ||
| Line 11: | Line 11: | ||
| == Fields == | == Fields == | ||
| {{Table ComponentFields | {{Table ComponentFields | ||
| |HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
| |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | ||
| |Matcap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |Matcap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | ||
Revision as of 11:59, 1 August 2024
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Component image 
Matcap Material component as seen in the Scene Inspector 

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. | 
| 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. | 
| _shader | Shader | |
| Matcap | ITexture2D | |
| NormalMap | ITexture2D | |
| BlendMode | BlendMode | |
| RenderQueue | Int | 
