|Seed|Int| Used to generate a sudo random variant of a lighting bolt mesh
|Seed|Int| Used to generate a pseudo-random variant of a lighting bolt mesh
|Points|Int| how much detail the lighting bolt should have.
|Points|Int| how much detail the lighting bolt should have.
|Topology|Topology| The Topology setting for the lighting bolt
|Topology|Topology| The Topology setting for the lighting bolt
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|Point0|Float3| the start point of the lightning bolt
|Point0|Float3| the start point of the lightning bolt
|Point1|Float3| the end point of the lightning bolt
|Point1|Float3| the end point of the lightning bolt
|StrikeLevels|{{RootFieldType|SyncList`1|[[#StrikeProperties|StrikeProperties]]}}|TypeAdv12=true| A list of different branch variants and bends in the lighting bolt.
|StrikeLevels|{{RootFieldType|SyncList`1|[[#StrikeProperties|LightningMesh.StrikeProperties]]}}|TypeAdv12=true| A list of different branch variants and bends in the lighting bolt.
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.
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.
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
Attach to a slot and insert into a Component:MeshRenderer to view the geometry it generates. Don't forget to use a Material.
StrikeProperties
Generates a group of lines that shoot out at random bent angles with multiple segments. The start and end of these forks in the lighting mesh can be controlled via its settings.