{{Note|The Vertex count on the mesh generated by this component increases exponentially with respect to the value in <code>Subdivisions</code> — Please use caution when using larger values|danger}}
{{Note|The vertex count on a generated '''IcoSphereMesh''' is 20×4<sup>n</sup>, where n is <code>Subdivisions</code> — this may result in extremely large vertex counts for seemingly small values of <code>Subdivisions</code> — '''Please use caution!'''|warning}}
{{Infobox Component
{{Infobox Component
|Image=IcoSphereMeshComponent.png
|Image=IcoSphereMeshComponent.png
|Name=IcoSphereMesh
|Name=IcoSphereMesh
}}
}}
== Introduction ==
The '''IcoSphereMesh''' component procedurally generates a icosahedron mesh for use with a MeshRenderer, according to the parameters provided.
The '''IcoSphereMesh''' component procedurally generates a icosahedron mesh for use with a MeshRenderer, according to the parameters provided.
== Usage ==
As of [https://github.com/Frooxius/NeosPublic/issues/1206 Version 2020.10.25.1103], this value is clamped in the range [0,8] to prevent accidentally creating a mesh with an excessive number of vertices.
|Subdivisions|Int| Number of IcoSphere subdivisions — Values are clamped in the range [0,8]
|Subdivisions|Int| Number of IcoSphere subdivisions — Values are clamped in the range [0,8]
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|FlatFaceScale|Float| Scale of individual faces, relative to their base size.
|FlatFaceScale|Float| Scale of individual faces, relative to their base size.
}}
}}
== Behavior ==
{{Note|The vertex count on a generated '''IcoSphereMesh''' is 20×4<sup>n</sup>, where n is <code>Subdivisions</code> — this may result in extremely large vertex counts for seemingly small values of <code>Subdivisions</code> — '''Please use caution!'''|warning}}
As of [https://github.com/Frooxius/NeosPublic/issues/1206 Version 2020.10.25.1103], this value is clamped in the range [0,8] to prevent accidentally creating a mesh with an excessive number of vertices.
The vertex count on a generated IcoSphereMesh is 20×4n, where n is Subdivisions — this may result in extremely large vertex counts for seemingly small values of Subdivisions — Please use caution!
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.