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|Gravity|Float3| The gravity affecting the ballistics path (m/s^2) | |Gravity|Float3| The gravity affecting the ballistics path (m/s^2) | ||
|Drag|Float| the resistance through the air of the generated ballistics path | |Drag|Float| the resistance through the air of the generated ballistics path | ||
|Mode|'''[[#StepMode|StepMode]]'''|TypeAdv8=true| | |Mode|'''[[#StepMode|StepMode]]'''|TypeAdv8=true| | ||
|StepSize|Float| | |StepSize|Float| | ||
|TotalUnits|Float| | |TotalUnits|Float| | ||
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|DualSided|Bool| whether the generated mesh should be dual sided. | |DualSided|Bool| whether the generated mesh should be dual sided. | ||
|Up|Float3| The up direction against gravity for the generated mesh (local space) | |Up|Float3| The up direction against gravity for the generated mesh (local space) | ||
|DistanceSizeGrowth|Float| | |DistanceSizeGrowth|Float| | ||
|MinGrownSize|Float| | |MinGrownSize|Float| | ||
|MaxGrownSize|Float| | |MaxGrownSize|Float| |
Latest revision as of 17:28, 17 December 2024
Component image
The ballistics path mesh is a component that generates a stripe or tube mesh that traces the future path of a virtual thrown object.
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. |
InitialPosition
|
Float3 | The initial position of the ballistics path. |
InitialVelocity
|
Float3 | The initial velocity of the ballistics path. |
Gravity
|
Float3 | The gravity affecting the ballistics path (m/s^2) |
Drag
|
Float | the resistance through the air of the generated ballistics path |
Mode
|
StepMode | |
StepSize
|
Float | |
TotalUnits
|
Float | |
Shape
|
PathShape | |
Size
|
Float | How big to scale this ballisitics path |
Points
|
Int | how many points the final ballistics curve should be made of |
DualSided
|
Bool | whether the generated mesh should be dual sided. |
Up
|
Float3 | The up direction against gravity for the generated mesh (local space) |
DistanceSizeGrowth
|
Float | |
MinGrownSize
|
Float | |
MaxGrownSize
|
Float | |
UseLastSegment
|
Bool | |
LastSegmentPosition
|
Float3 |
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
Examples
This is commonly used in the teleport to locomotion for the indication visual for teleporting.