Automated: create new component page |
add info |
||
Line 4: | Line 4: | ||
}} | }} | ||
{{stub}} | {{stub}} | ||
See [https://docs.unity3d.com/2022.3/Documentation/Manual/class-LODGroup.html LOD Groups in the unity engine]] for an explaination. | |||
== Usage == | == Usage == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|LODs|{{RootFieldType|SyncList`1|[[#LOD|LOD]]}}|TypeAdv0=true| | |LODs|{{RootFieldType|SyncList`1|[[#LOD|LOD]]}}|TypeAdv0=true| A list of different LOD stages with renderers that should appear for each stage. | ||
|CrossFade|Bool| | |CrossFade|Bool| Cross fade on the Unity LOD component. | ||
|AnimateCrossFading|Bool| | |AnimateCrossFading|Bool| Animate Cross fade on the Unity LOD component. | ||
}} | }} | ||
== LOD == | |||
{{Table TypeFields | |||
|ScreenRelativeTransitionHeight|Float| ScreenRelativeTransitionHeight on the Unity LOD component. | |||
|FadeTransitionWidth|Float| FadeTransitionWidth on the Unity LOD component. | |||
|Renderers|{{RootFieldType|SyncRelayList`1|[[Component:MeshRenderer|MeshRenderer]]}}|TypeAdv2=true| List of mesh renderers that should belong to this component, which become Mesh Renderers from the UnityEngine when they are injected by [[FrooxEngine]] into the unity scene forcibly via it's rendering pipeline. | |||
}} | |||
== Behavior == | == Behavior == | ||
This also influences the images seen of renderers viewed in mirrors. meaning that a renderer specified by this component can look different in the mirror vs if it's right beside you, at the exact same moment. | |||
This component relies heavily on the behavior of Unity when it's forced to the unity side via Connectors in [[FrooxEngine]]. | |||
== Examples == | == Examples == | ||
This can be used to reduce detail for objects further away, or increase it if it's closer. useful for objects like jewelry, buildings, detailed surfaces, or anything that needs to take up less rendering power when it is further away. | |||
== See Also == | == See Also == | ||
* [[Component:MeshRenderer|MeshRenderer]] | |||
[[Category:Components:Rendering{{#translation:}}|LODGroup]] | [[Category:Components:Rendering{{#translation:}}|LODGroup]] | ||
[[Category:Components{{#translation:}}|LODGroup]] | [[Category:Components{{#translation:}}|LODGroup]] | ||
[[Category:Components With Nested Types{{#translation:}}|LODGroup]] | [[Category:Components With Nested Types{{#translation:}}|LODGroup]] | ||
Revision as of 19:14, 19 October 2024
Component image
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
See LOD Groups in the unity engine] for an explaination.
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. |
LODs
|
list of LOD | A list of different LOD stages with renderers that should appear for each stage. |
CrossFade
|
Bool | Cross fade on the Unity LOD component. |
AnimateCrossFading
|
Bool | Animate Cross fade on the Unity LOD component. |
LOD
Name | Type | Description |
---|---|---|
ScreenRelativeTransitionHeight
|
Float | ScreenRelativeTransitionHeight on the Unity LOD component. |
FadeTransitionWidth
|
Float | FadeTransitionWidth on the Unity LOD component. |
Renderers
|
direct SyncRelayList`1<MeshRenderer> | List of mesh renderers that should belong to this component, which become Mesh Renderers from the UnityEngine when they are injected by FrooxEngine into the unity scene forcibly via it's rendering pipeline. |
Behavior
This also influences the images seen of renderers viewed in mirrors. meaning that a renderer specified by this component can look different in the mirror vs if it's right beside you, at the exact same moment.
This component relies heavily on the behavior of Unity when it's forced to the unity side via Connectors in FrooxEngine.
Examples
This can be used to reduce detail for objects further away, or increase it if it's closer. useful for objects like jewelry, buildings, detailed surfaces, or anything that needs to take up less rendering power when it is further away.