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{{Infobox Component | {{Infobox Component | ||
|Image=CylinderMeshComponent.png | |Image=CylinderMeshComponent.png | ||
|Name=Cylinder Mesh | |Name=Cylinder Mesh | ||
}} | }} | ||
The '''CylinderMesh''' component is used to provide a mesh to render. The mesh that it provides is a procedural 3D cylinder with a number of sides and a radius. | |||
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{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|OverrideBoundingBox|Bool| | |OverrideBoundingBox|Bool| {{Template:Override Bounding Box}} | ||
|OverridenBoundingBox|BoundingBox| | |OverridenBoundingBox|BoundingBox| {{Template:Overridden Bounding Box}} | ||
|Profile|ColorProfile| | |Profile|ColorProfile| {{Template:ProceduralMeshColorProfile}} | ||
|Height|Float| | |Height|Float| The height of the cylinder in meters in local space. | ||
|Radius|Float| | |Radius|Float| The radius of the cylinder in meters in local space. | ||
|Sides|Int| | |Sides|Int| How many sides the cylinder should have around it's midsection. | ||
|Caps|Bool| | |Caps|Bool| Whether the cylinder should be a tube or not. | ||
|FlatShading|Bool| | |FlatShading|Bool| Disable smooth shading. | ||
|UVScale|Float2| | |UVScale|Float2| The inverse of the size the material should appear on the surface as. | ||
}} | |||
== Sync Delegates == | |||
{{Table ComponentTriggers | |||
|BakeMesh()|[[Type:Action|Action]]|{{Template:BakeMeshSyncMethod}} | |||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach to a slot, and assign to a [[Component:MeshRenderer|Mesh Renderer]] to see what it looks like. Don't forget to use a [[Material]]. | |||
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== Examples == | == Examples == | ||
An example of what a default rotated cylinder mesh looks like | |||
[[File:Cylinder.png|500px]] | |||
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== | == See Also == | ||
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[[Category:Components{{#translation:}}|Cylinder Mesh]] | [[Category:Components{{#translation:}}|Cylinder Mesh]] | ||
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Cylinder Mesh]] | [[Category:Components:Assets:Procedural Meshes{{#translation:}}|Cylinder Mesh]] |
Latest revision as of 17:49, 13 November 2024
Component image
The CylinderMesh component is used to provide a mesh to render. The mesh that it provides is a procedural 3D cylinder with a number of sides and a radius.
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. |
OverrideBoundingBox
|
Bool | Force the bounding box calculated from this component to use OverridenBoundingBox instead of calculating when requested.
|
OverridenBoundingBox
|
BoundingBox | 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.
|
Profile
|
ColorProfile | The profile that the vertex colors for this mesh should be displayed in. |
Height
|
Float | The height of the cylinder in meters in local space. |
Radius
|
Float | The radius of the cylinder in meters in local space. |
Sides
|
Int | How many sides the cylinder should have around it's midsection. |
Caps
|
Bool | Whether the cylinder should be a tube or not. |
FlatShading
|
Bool | Disable smooth shading. |
UVScale
|
Float2 | The inverse of the size the material should appear on the surface as. |
Sync Delegates
Method Name | Method type and Arguments. | Description |
---|---|---|
BakeMesh()
|
Action | 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 assign to a Mesh Renderer to see what it looks like. Don't forget to use a Material.
Examples
An example of what a default rotated cylinder mesh looks like