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A skinned mesh renderer can be used to emit particles from either the vertices, edges, or faces of a [[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]. The colors of the particles can be made to be the colors of certain points of a texture, which is sampled via which point on the skinned mesh renderer the particle is emitted from. | |||
== Usage == | == Usage == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|System|'''[[Component:ParticleSystem|ParticleSystem]]'''|TypeAdv0=true| | |System|'''[[Component:ParticleSystem|ParticleSystem]]'''|TypeAdv0=true| the particle system this emitter is a part of. | ||
|Rate|Float| | |Rate|Float| How fast to emit particles into <code>System</code> | ||
|BurstOnActivatedMin|Float| | |BurstOnActivatedMin|Float| the minimum amount of particles generated when the component's hierarchy is activates | ||
|BurstOnActivatedMax|Float| | |BurstOnActivatedMax|Float| the maximum amount of particles generated when the component's hierarchy is activated. | ||
|BurstTimeStart|{{RootFieldType|SyncTime}}|TypeAdv4=true| | |BurstTimeStart|{{RootFieldType|SyncTime}}|TypeAdv4=true| When the last burst has happened. | ||
|BurstTimePeriod|Double| | |BurstTimePeriod|Double| How long to spread out the emissions of bursts from <code>Bursts</code> | ||
|Bursts|{{RootFieldType|SyncLinear`1|[[Type:ParticleBurst|ParticleBurst]]}}|TypeAdv6=true| | |Bursts|{{RootFieldType|SyncLinear`1|[[Type:ParticleBurst|ParticleBurst]]}}|TypeAdv6=true| A list of different bursts with times and amounts. This field is only editable with [[Mods]] | ||
|EmitFrom|MeshEmissionSource| | |EmitFrom|MeshEmissionSource| What parts of the mesh to emit from. | ||
|RandomDirection|Float| | |RandomDirection|Float| How much to randomize the velocity (this is a magnitude) | ||
|DirectionMode|MeshEmissionSpace| | |DirectionMode|MeshEmissionSpace| the coordinate direction to use for up. | ||
|DirectionBase|Float3| | |DirectionBase|Float3| The vector direction to force the particles in, realtive to <code>DirectionMode</code>. | ||
|UseVertexColors|Bool| | |UseVertexColors|Bool| Whether to use the vertex color data from the mesh for the color of the particles. | ||
|ColorTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv12=true| | |ColorTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv12=true| The texture to use as the colors of the emitted particles (samples the color of this at the UV position of the mesh section it was emitted from) | ||
|WrapMode|WrapMode| | |WrapMode|WrapMode| How to wrap the UV sample coordinates of the mesh. | ||
|UVOffset|Float2| | |UVOffset|Float2| How much to offset the UV sample position of <code>ColorTexture</code> | ||
|UVScale|Float2| | |UVScale|Float2| How much to scale the UV sample position of <code>ColorTexture</code> | ||
|ClipRect|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Rect|Rect]]>'''|TypeAdv16=true| | |ClipRect|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Rect|Rect]]>'''|TypeAdv16=true| The rectangle to discard UV coordinates if they end up outside this range. Kind of like a UV discard. | ||
|Skin|'''[[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]'''|TypeAdv17=true| | |Skin|'''[[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]'''|TypeAdv17=true| The skinned mesh renderer to emit from. | ||
}} | }} | ||
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[[Category:Components:Rendering:Particle System:Emitters{{#translation:}}|Skinned Mesh Emitter]] | [[Category:Components:Rendering:Particle System:Emitters{{#translation:}}|Skinned Mesh Emitter]] | ||
[[Category:Components{{#translation:}}|Skinned Mesh Emitter]] | [[Category:Components{{#translation:}}|Skinned Mesh Emitter]] | ||
Latest revision as of 19:13, 23 October 2024
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This article or section is a Stub. You can help the Resonite Wiki by expanding it.
A skinned mesh renderer can be used to emit particles from either the vertices, edges, or faces of a SkinnedMeshRenderer. The colors of the particles can be made to be the colors of certain points of a texture, which is sampled via which point on the skinned mesh renderer the particle is emitted from.
Usage
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. |
System
|
ParticleSystem | the particle system this emitter is a part of. |
Rate
|
Float | How fast to emit particles into System
|
BurstOnActivatedMin
|
Float | the minimum amount of particles generated when the component's hierarchy is activates |
BurstOnActivatedMax
|
Float | the maximum amount of particles generated when the component's hierarchy is activated. |
BurstTimeStart
|
direct SyncTime | When the last burst has happened. |
BurstTimePeriod
|
Double | How long to spread out the emissions of bursts from Bursts
|
Bursts
|
direct SyncLinear`1<ParticleBurst> | A list of different bursts with times and amounts. This field is only editable with Mods |
EmitFrom
|
MeshEmissionSource | What parts of the mesh to emit from. |
RandomDirection
|
Float | How much to randomize the velocity (this is a magnitude) |
DirectionMode
|
MeshEmissionSpace | the coordinate direction to use for up. |
DirectionBase
|
Float3 | The vector direction to force the particles in, realtive to DirectionMode .
|
UseVertexColors
|
Bool | Whether to use the vertex color data from the mesh for the color of the particles. |
ColorTexture
|
Texture2D | The texture to use as the colors of the emitted particles (samples the color of this at the UV position of the mesh section it was emitted from) |
WrapMode
|
WrapMode | How to wrap the UV sample coordinates of the mesh. |
UVOffset
|
Float2 | How much to offset the UV sample position of ColorTexture
|
UVScale
|
Float2 | How much to scale the UV sample position of ColorTexture
|
ClipRect
|
Nullable`1<Rect> | The rectangle to discard UV coordinates if they end up outside this range. Kind of like a UV discard. |
Skin
|
SkinnedMeshRenderer | The skinned mesh renderer to emit from. |