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{{Infobox Component | {{Infobox Component | ||
|Image=MeshEmitter.png | |Image=MeshEmitter.png | ||
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|System|'''[[Component:ParticleSystem|ParticleSystem]]'''|TypeAdv0=true| | |System|'''[[Component:ParticleSystem|ParticleSystem]]'''|TypeAdv0=true| {{Template:Emitter_System}} | ||
|Rate|Float| | |Rate|Float| {{Template:Emitter_Rate}} | ||
|BurstOnActivatedMin|Float| | |BurstOnActivatedMin|Float| {{Template:Emitter_BurstOnActivatedMin}} | ||
|BurstOnActivatedMax|Float | |BurstOnActivatedMax|Float| {{Template:Emitter_BurstOnActivatedMax}} | ||
|BurstOnStart|Bool| {{Template:Emitter_BurstOnStart}} | |||
| | |EmitFrom|MeshEmissionSource| What parts of the mesh to emit from for the specified mesh. | ||
|UseVertexColors|Bool| Whether or not to use interpolated vertex colors of the mesh this is emitting from. | |||
|EmitFrom|MeshEmissionSource| | |DirectionMode|MeshEmitterDirection| How to determine the emission direction of particles emitted from this mesh. | ||
| | |Direction|Float3| {{Template:Emitter_Direction}} | ||
|DirectionMode| | |RandomDirectionWeight|Float| {{Template:Emitter_RandomDirectionWeight}} | ||
| | |ColorTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv10=true| The texture to sample from for the particle starting color, which is sampled from the texture via the uv coordinate of the mesh surface the particle was emitted from. | ||
| | |WrapMode|WrapMode| How to wrap the texture sampling for the particle color when the uvs are beyond a 0 to 1 range. | ||
|ColorTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}| | |UVOffset|Float2| How much to offset the UVs before sampling for particle color. | ||
|WrapMode|WrapMode| | |UVScale|Float2| How much to scale up/down the UVs before sampling for particle color. | ||
|UVOffset|Float2| | |ClipRect|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Rect|Rect]]>'''|TypeAdv14=true| Particles will only emit if the mesh surface uv is within this clip rectangle. | ||
|UVScale|Float2| | |Mesh|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}|TypeAdv15=true| The mesh to use for particle emission. | ||
|ClipRect|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Rect|Rect]]>'''| | |||
|Mesh|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}| | |||
}} | }} | ||
== | == Usage == | ||
{{stub}} | |||
== Examples == | == Examples == | ||
{{stub}} | |||
== Related Components == | == Related Components == | ||
* [[Component:SkinnedMeshEmitter]] | |||
* [[Photon Dust]] | |||
[[Category:Components:Rendering:Particle System:Emitters{{#translation:}}|Mesh Emitter]] | [[Category:Components:Rendering:Particle System:Emitters{{#translation:}}|Mesh Emitter]] | ||
[[Category:Components{{#translation:}}|Mesh Emitter]] | [[Category:Components{{#translation:}}|Mesh Emitter]] |
Latest revision as of 23:26, 2 June 2025
Component image 
Mesh Emitter component as seen in the Scene Inspector

The MeshEmitter component allows for emitting particles from a mesh.
This is part of the Photon Dust system by Frooxius
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. Some components stop their functionality when this field is disabled, but some don't. |
System
|
ParticleSystem | The particle system to get data from like style and particle count limits. |
Rate
|
Float | how fast to emit particles into the system. |
BurstOnActivatedMin
|
Float | The minimum value of the range of particle count to be emitted when activated as a burst. |
BurstOnActivatedMax
|
Float | The maximum value of the range of particle count to be emitted when activated as a burst. |
BurstOnStart
|
Bool | Whether or not particle bursts should be done on spawn. |
EmitFrom
|
MeshEmissionSource | What parts of the mesh to emit from for the specified mesh. |
UseVertexColors
|
Bool | Whether or not to use interpolated vertex colors of the mesh this is emitting from. |
DirectionMode
|
MeshEmitterDirection | How to determine the emission direction of particles emitted from this mesh. |
Direction
|
Float3 | Which direction in local space to shoot particles emitted by this emitter. |
RandomDirectionWeight
|
Float | How much to randomize the velocity of new particles (this is a magnitude) |
ColorTexture
|
Texture2D | The texture to sample from for the particle starting color, which is sampled from the texture via the uv coordinate of the mesh surface the particle was emitted from. |
WrapMode
|
WrapMode | How to wrap the texture sampling for the particle color when the uvs are beyond a 0 to 1 range. |
UVOffset
|
Float2 | How much to offset the UVs before sampling for particle color. |
UVScale
|
Float2 | How much to scale up/down the UVs before sampling for particle color. |
ClipRect
|
Nullable`1<Rect> | Particles will only emit if the mesh surface uv is within this clip rectangle. |
Mesh
|
Mesh | The mesh to use for particle emission. |
Usage
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Examples
This article or section is a Stub. You can help the Resonite Wiki by expanding it.