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|Thickness|Float| How thick the frame should be, expanding outwards from the center content. | |Thickness|Float| How thick the frame should be, expanding outwards from the center content. | ||
|UVScale|Float2| How big the procedural UV map should be, which influences material detail and color map scales. | |UVScale|Float2| How big the procedural UV map should be, which influences material detail and color map scales. | ||
}} | |||
== Sync Delegates == | |||
{{Table ComponentTriggers | |||
|BakeMesh()|[[Type:Action|Action]]|{{Template:BakeMeshSyncMethod}} | |||
}} | }} | ||
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</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Frame Mesh]] | |||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Frame Mesh]] | [[Category:Components:Assets:Procedural Meshes{{#translation:}}|Frame Mesh]] |
Latest revision as of 21:30, 6 November 2024
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Component image
This component generates a procedural mesh that is like a flat polygon 2d frame for use with Mesh Renderers.
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. |
ContentSize
|
Float2 | The size of interior object. usually driven by Asset Frames |
Thickness
|
Float | How thick the frame should be, expanding outwards from the center content. |
UVScale
|
Float2 | How big the procedural UV map should be, which influences material detail and color map scales. |
Sync Delegates
Name | 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 give it ContentSize
and Thickness
. Then put into a Mesh Renderer with a material to view it.
Examples
Used in asset frames like picture frames and audio placement frames.