|ResaveMesh()|null|Will generate a new asset and URL, without destroying or modifying the previous one.
|RecalculateNormals:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Will recalculate all of the vertex normals on the mesh.
|RecalculateNormals()|null|Will recalculate all of the vertex normals on the mesh.
|RecalculateNormalsMerged:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalculates this meshes vertex normals which effects shading.
|RecalculateNormalsMerged()|null| Recalculates this meshes vertex normals which effects shading.
|RecalculateTangentsSimple:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalulates mesh tangents which affect shading. Simple mode.
|RecalculateTangentsMikktspace()|null| Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition.
|RecalculateTangentsMikktspace:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition.
|RecalculateTangentsSimple()|null| Recalulates mesh tangents which affect shading. Simple mode.
|RecalculateBlendshapeNormals:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalculate the normals of blendshape data.
|FlipNormals()|null|Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
|RecalculateBlendshapeNormalsMerged:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalculate the normals of blendshape data. Merged mode.
|ReverseWinding()|null|Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
|RecalculateBlendshapeTangentsMikktspace:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalculate the normals of blendshape data in Mikktspace.
|MakeDualSided()|null|Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
|FlipNormals:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
|ConvertToFlatShading()|null|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.
|ReverseWinding:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
|ConvertToConvexHull()|null| creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape.
|MakeDualSided:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
|ConvertToPointCloud()|null| Creates a mesh that is a cloud of points using the vertices of this mesh.
|ConvertToFlatShading:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|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()|null| Merges all the vertices in the exact same place on the mesh.
|MergeDoubles:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Merges all the vertices in the exact same place on the mesh.
|StripEmptyBlendshapes()|null| Strips blendshapes from the mesh that don't move any vertices.
|StripEmptyBlendshapes:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Strips blendshapes from the mesh that don't move any vertices.
|StripBlendshapeNormals()|null| Gets rid of per shapekey normal data
|MergeBlendshapes:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Merges the blendshapes and returns a task that will complete in the future with a boolean.
|StripBlendshapeTangents()|null| Gets rid of per shapekey tangent data.
|StripBlendshapeNormals:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Gets rid of per shapekey normal data
|GetBoneList()|null| Gets the names of bone data associated with this mesh.
|StripBlendshapeTangents:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Gets rid of per shapekey tangent data.
|GetBoneData()|null| Gets all the data about bones associated with this mesh.
|TrimBoneWeightCount:[[Type:Func`2|Func`2]]<[[Type:Int|Int]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`2|Func`2]]<[[Type:Int|Int]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Reduces the amount of bones allowed to be weighted to a mesh per vertex.
|TrimBoneWeightCount()|null|Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones.
|ConvertToConvexHull:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape.
|ScaleUVs()|null|Multiplies the texture coordinates of the mesh by the given value.
|ConvertToPointCloud:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Creates a mesh that is a cloud of points using the vertices of this mesh.
|TranslateUVs:[[Type:Func`3|Func`3]]<[[Type:Float4|Float4]], [[Type:Float4|Float4]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`3|Func`3]]<[[Type:Float4|Float4]], [[Type:Float4|Float4]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Transforms the mesh UVs around.
|ResaveMesh:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Resaves the mesh recieved on the client to the cloud. can fix syncing issues with other users.
|RecalculateNormals:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateNormalsMerged:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateTangentsSimple:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateTangentsMikk:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateBlendshapeNormals:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateBlendshapeNormalsMerged:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateBlendshapeTangentsMikk:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|FlipNormals:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|ReverseWinding:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|MakeDualSided:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|ConvertToFlatShading:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|MergeDoubles:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|StripEmptyBlendshapes:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|MergeBlendshapes:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|StripBlendshapeNormals:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|StripBlendshapeTangents:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|TrimBoneWeightCount:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Type:Int|Int]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Type:Int|Int]]>|true| Use above function instead.
|ConvertToConvexHull:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Converts the mesh to a convex hull.
|ConvertToPointCloud:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Converts the mesh to a point cloud.
|GetBoneList:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Creates a dialog that shows the bone list.
|GetBoneData:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Creates a dialog that shows the bone data.
|ScaleUVs:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| Scales the UVs by the recieved size.
}}
}}
== Usage ==
Attach to a slot, provide a <code>URL</code> and insert into a [[Component:SkinnedMeshRenderer]] or [[Component:MeshRenderer]]. Don't forget the [[Material]](s).
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()