Quad array mesh makes a bunch of quads with defined positions, rotations, vertex colors, and UV coordinates which are rendered as one mesh. This is made from Quad brushes which can be found in the resonite essentials folder.
|Points|{{RootFieldType|SyncArray`1|[[Type:Float3|Float3]]}}|TypeAdv4=true| An array inaccessible without [[Mods]] that defines where each quad for this mesh should be in local space.
|Sizes|{{RootFieldType|SyncArray`1|[[Type:Float2|Float2]]}}|TypeAdv5=true| An array inaccessible without [[Mods]] that defines the scale for each quad for this mesh in local space.
|Rotations|{{RootFieldType|SyncArray`1|[[Type:FloatQ|FloatQ]]}}|TypeAdv6=true| An array inaccessible without [[Mods]] that defines the rotation for each quad for this mesh in local space.
|Colors|{{RootFieldType|SyncArray`1|[[Type:Color|Color]]}}|TypeAdv7=true| An array inaccessible without [[Mods]] that defines the vertex colors for each quad for this mesh.
|ColorsProfile|ColorProfile|
|ColorsProfile|ColorProfile| The color profile of each quad.
|UVs|{{RootFieldType|SyncArray`1|[[Type:Float4|Float4]]}}|TypeAdv9=true| An array inaccessible without [[Mods]] xy of each element defines the center of each quad and zw defines the uv scales of each quad on a texture/material.
}}
}}
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== Usage ==
== Usage ==
This component is not usually used directly
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== Examples ==
== Examples ==
Made by Quad brushes in the resonite essentials folder.
Quad array mesh makes a bunch of quads with defined positions, rotations, vertex colors, and UV coordinates which are rendered as one mesh. This is made from Quad brushes which can be found in the resonite essentials folder.
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.