|Point0|Float3| The start point in local space for this mesh
|Tangent0|Float3|
|Point1|Float3| The end point for this mesh in local space.
|Tangent1|Float3|
|Tangent0|Float3| the direction the mesh should bend after exiting start point
|Orientation0|FloatQ|
|Tangent1|Float3| the direction the mesh should bend while entering exit point.
|Orientation1|FloatQ|
|Orientation0|FloatQ| How much to rotate the starting point edge by after applying <code>Tangent0</code>
|Width0|Float|
|Orientation1|FloatQ| How much to rotate the end point edge by after applying <code>Tangent1</code>
|Width1|Float|
|Steps|Int| how many segments the mesh should have between <code>Point0</code> and <code>Point1</code>.
|Steps|Int|
|Exp|Float| how much the mesh should be forced in the direction of the start and end tangents when starting and ending it's path.
|Exp|Float|
|Color0|ColorX| The vertex color to give the part of the mesh starting at <code>Point0</code>. Is interpolated along the mesh to <code>Point1</code> to color <code>Color1</code>
|Color1|ColorX| The vertex color for <code>Point1</code> to interpolate towards.
|UVScale|Float2| the scale of the material detail on the mesh.
|UVOffset|Float2| the offset of the material detail on the mesh.
|Width0|Float| the width of the mesh in local space at <code>Point0</code> on the mesh. Is interpolated along the mesh to <code>Point1</code> to width <code>Width1</code>
|Width1|Float| The width in local space for <code>Point1</code> to interpolate towards.
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 generated. Don't forget to add a Material.