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{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|OverrideBoundingBox|Bool| | |OverrideBoundingBox|Bool| {{Template:Override Bounding Box}} | ||
|OverridenBoundingBox|BoundingBox| | |OverridenBoundingBox|BoundingBox| {{Template:Overridden Bounding Box}} | ||
|Profile|ColorProfile| | |Profile|ColorProfile| | ||
|Height|Float| Determines the height of the cone. | |Height|Float| Determines the height of the cone. | ||
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|Caps|Bool| | |Caps|Bool| | ||
|FlatShading|Bool| Toggles mesh smooth shading. | |FlatShading|Bool| Toggles mesh smooth shading. | ||
|UVScale|Float2| | |UVScale|Float2| {{Template:Procedural Mesh UVScale}} | ||
}} | }} | ||
Revision as of 21:48, 14 October 2024
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Component image
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 | |
Height
|
Float | Determines the height of the cone. |
RadiusBase
|
Float | Determines the width of the cone's base. |
RadiusTop
|
Float | Determines the width from the top of the cone. |
Sides
|
Int | How smooth the roundness of the mesh. |
Caps
|
Bool | |
FlatShading
|
Bool | Toggles mesh smooth shading. |
UVScale
|
Float2 | The scale of the procedural UV map. Larger values make textures appear smaller on the mesh's surface, and vice versa. |