|BurstOnActivatedMin|Float| the minimum amount of particles generated when the component's hierarchy is activates
|BurstOnActivatedMin|Float| the minimum amount of particles generated when the component's hierarchy is activates
|BurstOnActivatedMax|Float| the maximum amount of particles generated when the component's hierarchy is activated.
|BurstOnActivatedMax|Float| the maximum amount of particles generated when the component's hierarchy is activated.
|BurstTimeStart|{{RootFieldType|SyncTime}}|TypeAdv4=true| When the last burst has happened.
|BurstOnStart|Bool|
|BurstTimePeriod|Double| How long to spread out the emissions of bursts from <code>Bursts</code>
|Bursts|{{RootFieldType|SyncLinear`1|[[Type:ParticleBurst|ParticleBurst]]}}|TypeAdv6=true| A list of different bursts with times and amounts. This field is only editable with [[Mods]]
|EmitFrom|MeshEmissionSource| What parts of the mesh to emit from.
|EmitFrom|MeshEmissionSource| What parts of the mesh to emit from.
|RandomDirection|Float| How much to randomize the velocity (this is a magnitude)
|DirectionMode|MeshEmissionSpace| the coordinate direction to use for up.
|DirectionBase|Float3| The vector direction to force the particles in, realtive to <code>DirectionMode</code>.
|UseVertexColors|Bool| Whether to use the vertex color data from the mesh for the color of the particles.
|UseVertexColors|Bool| Whether to use the vertex color data from the mesh for the color of the particles.
|ColorTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv12=true| The texture to use as the colors of the emitted particles (samples the color of this at the UV position of the mesh section it was emitted from)
|DirectionMode|MeshEmitterDirection| the coordinate direction to use for up.
|Direction|Float3| The vector direction to force the particles in, realtive to <code>DirectionMode</code>.
|RandomDirectionWeight|Float| How much to randomize the velocity (this is a magnitude)
|ColorTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv10=true| The texture to use as the colors of the emitted particles (samples the color of this at the UV position of the mesh section it was emitted from)
|WrapMode|WrapMode| How to wrap the UV sample coordinates of the mesh.
|WrapMode|WrapMode| How to wrap the UV sample coordinates of the mesh.
|UVOffset|Float2| How much to offset the UV sample position of <code>ColorTexture</code>
|UVOffset|Float2| How much to offset the UV sample position of <code>ColorTexture</code>
|UVScale|Float2| How much to scale the UV sample position of <code>ColorTexture</code>
|UVScale|Float2| How much to scale the UV sample position of <code>ColorTexture</code>
|ClipRect|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Rect|Rect]]>'''|TypeAdv16=true| The rectangle to discard UV coordinates if they end up outside this range. Kind of like a UV discard.
|ClipRect|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Rect|Rect]]>'''|TypeAdv14=true| The rectangle to discard UV coordinates if they end up outside this range. Kind of like a UV discard.
|Skin|'''[[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]'''|TypeAdv17=true| The skinned mesh renderer to emit from.
|Skin|'''[[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]'''|TypeAdv15=true| The skinned mesh renderer to emit from.
}}
}}
Latest revision as of 06:04, 17 March 2025
Component image
Skinned Mesh Emitter component as seen in the Scene Inspector
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A skinned mesh renderer can be used to emit particles from either the vertices, edges, or faces of a SkinnedMeshRenderer. The colors of the particles can be made to be the colors of certain points of a texture, which is sampled via which point on the skinned mesh renderer the particle is emitted from.