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== Examples == | == Examples == | ||
The DisplacementTexture field can be used to create terrain from a greyscale image. | |||
Notes: Make sure that both Readable and DirectLoad is set to True on the texture. | |||
[[File:DisplacementMapExample1.png|thumb|Example of using a texture to set an displacement map.]]<!--T:5--> | |||
[[File:DisplacementExample2.png|thumb|Close up of inspectors]] | |||
== See Also == | == See Also == | ||
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[[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 16:42, 21 October 2025
Component image 
Grid Mesh component as seen in the Scene Inspector

The GridMesh component 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
| 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. |
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. |
Sync Delegates
| Method Name | Method type and Arguments. | Is the method hidden? | Description |
|---|---|---|---|
BakeMesh:Action
|
Action | X | 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 see the geometry. Don't forget to use a Material.
Examples
The DisplacementTexture field can be used to create terrain from a greyscale image.
Notes: Make sure that both Readable and DirectLoad is set to True on the texture.

