update table manually for auto generation |
Automated: update Categories, SyncDelegates |
||
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|MotionVectorMode|MotionVectorMode| | |MotionVectorMode|MotionVectorMode| | ||
|SortingOrder|Int| | |SortingOrder|Int| | ||
}} | |||
== Sync Delegates == | |||
{{Table ComponentTriggers | |||
|SplitSubmeshes()|[[Type:Action|Action]]| | |||
|MergeByMaterial()|[[Type:Action|Action]]| | |||
}} | }} | ||
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[[Category:Components{{#translation:}}|Mesh Renderer]] | [[Category:Components{{#translation:}}|Mesh Renderer]] | ||
[[Category:Components:Rendering{{#translation:}}|Mesh Renderer]] | [[Category:Components:Rendering{{#translation:}}|Mesh Renderer]] | ||
[[Category:ComponentStub]] | |||
[[Category:Renderer]] | [[Category:Renderer]] |
Revision as of 13:12, 6 November 2024
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image
The MeshRenderer component is used for rendering static 3D meshes in the world, and applying materials to that mesh.
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. |
Mesh
|
Mesh | The mesh to be rendered. Can be a StaticMesh or a Procedural Mesh |
Materials
|
list of Material | A list of materials to be applied to the mesh |
MaterialPropertyBlocks
|
list of MaterialPropertyBlock | |
ShadowCastMode
|
ShadowCastMode | How this object will cast shadows onto the world, or if it only draws a shadow. |
MotionVectorMode
|
MotionVectorMode | |
SortingOrder
|
Int |
Sync Delegates
Name | Arguments | Description |
---|---|---|
SplitSubmeshes()
|
Action | |
MergeByMaterial()
|
Action |
Behavior
Special Functions
Name | Arguments | Description |
---|---|---|
SplitSubmeshes()
|
null | Will split this mesh into additional submeshes, each having only one material |
MergeByMaterial()
|
null | Will merge all submeshes that use the same material |