|Seed|Int| Used to generate a pseudo-random variant of a lighting bolt mesh
|Seed|Int| Used to generate a pseudo-random variant of a lighting bolt mesh
|Points|Int| how much detail the lighting bolt should have.
|Points|Int| how much detail the lighting bolt's profile should have. (This has minimal effect on 'line' profile, but makes 'circle' more round.)|Topology|Topology| The Topology setting for the lighting bolt profile. Line(a flat mesh) or Circle.|Shading|Shading| The shading for the lighting bolt geometry. Like smooth or flat for example.
|Topology|Topology| The Topology setting for the lighting bolt
|Shading|Shading| The shading for the lighting bolt geometry. Like smooth or flat for example.
|Ends|Ends| how to handle the geometry at the beginning and end of lines in the lighting bolt
|Ends|Ends| how to handle the geometry at the beginning and end of lines in the lighting bolt
|DualSided|Bool| whether the lighting bolt is visible from the inside.
|DualSided|Bool| whether the lighting bolt is visible from the inside.
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== StrikeProperties ==
== StrikeProperties ==
Generates a group of lines that shoot out at random bent angles with multiple segments. The start and end of these forks in the lighting mesh can be controlled via its settings.
Generates a group of lines that shoot out at random bent angles with multiple segments. The start and end of these forks in the lighting mesh can be controlled via its settings.
The shape of the bolt is effected by both Offset and Segments, low values of either make for a straighter bolt.
{{Table TypeFields
{{Table TypeFields
|Segments|Int| The detail of this fork group
|Segments|Int|How many angled segments makes up this group.
|StartWidth|Float| the width of the start of the forks of this fork segment.
|StartWidth|Float| the width of the start of the forks of this fork segment.
|EndWidth|Float| the width of the end of the forks of this fork segment.
|EndWidth|Float| the width of the end of the forks of this fork segment.
|MinOffset|Float| the minimum offset from the start of the lighting bolt for this fork group
|MinOffset|Float| the minimum offset from the start of the lighting bolt for this fork group
|MaxOffset|Float| the maximum offset from the start of the lighting bolt for this fork group
|MaxOffset|Float| the maximum offset from the start of the lighting bolt for this fork group. Smaller numbers mean less 'zags'.|ChildCount|Int| The amount of forks in this fork group
|ChildCount|Int| The amount of forks in this fork group
|MinChildTargetDistanceRatio|Float| the minimum distance of the children of this fork group from the center bolt.
|MinChildTargetDistanceRatio|Float| the minimum distance of the children of this fork group from the center bolt.
|MaxChildTargetDistanceRatio|Float| the maximum distance of the children of the fork group from the center bolt.
|MaxChildTargetDistanceRatio|Float| the maximum distance of the children of the fork group from the center bolt.
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 insert into a Component:MeshRenderer to view the geometry it generates. Don't forget to use a Material.
StrikeProperties
Generates a group of lines that shoot out at random bent angles with multiple segments. The start and end of these forks in the lighting mesh can be controlled via its settings.
The shape of the bolt is effected by both Offset and Segments, low values of either make for a straighter bolt.