Component:MeshEmitter: Difference between revisions

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{{Stub}}
{{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}}
|BurstTimeStart|{{RootFieldType|SyncTime}}|TypeAdv4=true|
|BurstOnStart|Bool| {{Template:Emitter_BurstOnStart}}
|BurstTimePeriod|Double|
|EmitFrom|MeshEmissionSource| What parts of the mesh to emit from for the specified mesh.
|Bursts|{{RootFieldType|SyncLinear`1|[[Type:ParticleBurst|ParticleBurst]]}}|TypeAdv6=true|
|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.
|RandomDirection|Float|
|Direction|Float3| {{Template:Emitter_Direction}}
|DirectionMode|MeshEmissionSpace|
|RandomDirectionWeight|Float| {{Template:Emitter_RandomDirectionWeight}}
|DirectionBase|Float3|
|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.
|UseVertexColors|Bool|
|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]]}}|TypeAdv12=true|
|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]]>'''|TypeAdv16=true|
|Mesh|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}|TypeAdv17=true|
}}
}}


== Behavior ==
== Usage ==
{{stub}}


== Examples ==
== Examples ==
{{stub}}


== Related Components ==
== Related Components ==
* [[Component:SkinnedMeshEmitter]]
* [[Photon Dust]]


[[Category:ComponentStubs]]
[[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

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

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