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|Name=Cross Mesh
|Name=Cross Mesh
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A cross mesh is a 3D mesh made of 3 crossing boxes of equal thickness and length. It can be rotated, and the bars can be lengthened and thickened/thinned.
The '''CrossMesh''' component is a 3D mesh made of 3 crossing boxes of equal thickness and length. It can be rotated, and the bars can be lengthened and thickened/thinned.
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|Size|Float| The size of the cross from end to end in local space.
|Size|Float| The size of the cross from end to end in local space.
|BarRatio|Float| This multiplied by size is how thick each bar is in local space.
|BarRatio|Float| This multiplied by size is how thick each bar is in local space.
The CrossMesh component is a 3D mesh made of 3 crossing boxes of equal thickness and length. It can be rotated, and the bars can be lengthened and thickened/thinned.
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 assign to a Mesh Renderer to see what it looks like. Don't forget to use a material.
Examples
Can be used to mark a point with a rotation like markers for debug testing.
An example of what a default rotated cross mesh looks like