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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | ||
|BehindTintColor|ColorX| | |BehindTintColor|ColorX| | ||
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[[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
[[Category:Components{{#translation:}}|Overlay Unlit Material]] | [[Category:Components{{#translation:}}|Overlay Unlit Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Overlay Unlit Material]] | |||
[[Category:Materials{{#translation:}}|Overlay Unlit Material]] | |||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Overlay Unlit Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Overlay Unlit Material]] |
Latest revision as of 11:59, 1 August 2024
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Component image
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. |
_shader
|
Shader | |
BehindTintColor
|
ColorX | |
FrontTintColor
|
ColorX | |
BehindTexture
|
ITexture2D | |
BehindTextureScale
|
Float2 | |
BehindTextureOffset
|
Float2 | |
FrontTexture
|
ITexture2D | |
FrontTextureScale
|
Float2 | |
FrontTextureOffset
|
Float2 | |
BlendMode
|
BlendMode | |
AlphaCutoff
|
Float | |
UseVertexColors
|
Bool | |
VertexColorInterpolationSpace
|
ColorProfile | |
Sidedness
|
Sidedness | |
ZWrite
|
ZWrite | |
PolarUVmapping
|
Bool | |
PolarPower
|
Float | |
OffsetFactor
|
Float | |
OffsetUnits
|
Float | |
RenderQueue
|
Int |