Component:GridMesh: Difference between revisions

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|Name=Grid Mesh
|Name=Grid Mesh
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Generates a procedural mesh for use with [[Component:MeshRenderer|Mesh Renderers]] that is like a [[Component:QuadMesh|Quad Mesh]] but has multiple squares instead of being one big square.


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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| {{Template:ProceduralMeshColorProfile}}
|Points|Int2|
|Points|Int2| how many vertex points should be used on each axis to make the grid of quads
|Size|Float2|
|Size|Float2| how big the grid is scale wise.
|FlatShading|Bool|
|FlatShading|Bool| Disable smooth shading
|DisplacementMagnitude|Float|
|DisplacementMagnitude|Float| How far to displace the grid texture using <code>DisplacementTexture</code>
|DisplacementTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv8=true|
|DisplacementTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv8=true| The texture to use for displacement. must be set to Uncompressed.
}}
}}


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== Usage ==
== Usage ==
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The texture the DisplacementTexture field must be set to Uncompressed


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== Related Components ==
== Related Components ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Grid Mesh]]
[[Category:Components{{#translation:}}|Grid Mesh]]
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Grid Mesh]]
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Grid Mesh]]

Revision as of 13:56, 19 October 2024


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Component image 
Grid Mesh component as seen in the Scene Inspector


Generates a procedural mesh for use with Mesh Renderers that is like a Quad Mesh but has multiple squares instead of being one big square.

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.
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 The profile that the vertex colors for this mesh should be displayed in.
Points Int2 how many vertex points should be used on each axis to make the grid of quads
Size Float2 how big the grid is scale wise.
FlatShading Bool Disable smooth shading
DisplacementMagnitude Float How far to displace the grid texture using DisplacementTexture
DisplacementTexture Texture2D The texture to use for displacement. must be set to Uncompressed.

Usage

Examples

Related Components