Component:UVTexture: Difference between revisions

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Created page with "<languages></languages> <translate> <!--T:1--> {{stub}} {{Infobox Component |Image=UVTextureComponent.png |Name=UVTexture }} <!--T:2--> == Fields == {{Table ComponentFields |..."
 
Automated: update 'HighPriorityIntegration' description
 
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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|FilterMode|TextureFilterMode|
|FilterMode|TextureFilterMode|
|AnisotropicLevel|Int|
|AnisotropicLevel|Int|
Line 17: Line 17:
|WrapModeV|TextureWrapMode|
|WrapModeV|TextureWrapMode|
|MipmapBias|Float|
|MipmapBias|Float|
|Profile|ColorProfile|
|Size|Int2|
|Size|Int2|
|Mipmaps|Bool|
|Mipmaps|Bool|

Latest revision as of 12:00, 1 August 2024


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Component image 
UVTexture component as seen in the Scene Inspector


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.
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.
FilterMode TextureFilterMode
AnisotropicLevel Int
WrapModeU TextureWrapMode
WrapModeV TextureWrapMode
MipmapBias Float
Profile ColorProfile
Size Int2
Mipmaps Bool
Format TextureFormat

Usage

Examples

Related Components