|Rotation|FloatQ| How much to rotate the circle mesh from it's rest position before rendering
|Segments|Int|
|Segments|Int| How many sides the circle has.
|Radius|Float|
|Radius|Float| How big the circle's radius is.
|Arc|Float|
|Arc|Float| How much out of 360 degrees the circle should take up of a full circle.
|UVScale|Float2|
|UVScale|Float2| The scale of the texture detail of the material rendered on this mesh.
|ScaleUVWithSize|Bool|
|ScaleUVWithSize|Bool| Whether to make the detail of the material independent of the size of circle in global space.
|TriangleFan|Bool|
|TriangleFan|Bool| Whether to make the circle a bunch of triangles that meet in the middle or not.
}}
}}
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== Usage ==
== Usage ==
Attach this component to a slot, and then put it inside of a [[Component:MeshRenderer|Mesh Renderer component]] to view what it looks like. Don't forget to add a [[Material|material]] to the mesh renderer.
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== Examples ==
== Examples ==
Can be used to make a round platform, or to make a mini disc world.
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The CircleMesh component procedurally generates a circle mesh for use with a MeshRenderer.
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.
Whether to make the circle a bunch of triangles that meet in the middle or not.
Usage
Attach this component to a slot, and then put it inside of a Mesh Renderer component to view what it looks like. Don't forget to add a material to the mesh renderer.
Examples
Can be used to make a round platform, or to make a mini disc world.