|RecalculateTangentsSimple:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalulates mesh tangents which affect shading. Simple mode.
|RecalculateTangentsSimple:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalulates mesh tangents which affect shading. Simple mode.
|RecalculateTangentsMikktspace:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition.
|RecalculateTangentsMikktspace:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition.
|RecalculateBlendshapeNormals:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalculate the normals of blendshape data.
|RecalculateBlendshapeNormalsMerged:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalculate the normals of blendshape data. Merged mode.
|RecalculateBlendshapeTangentsMikktspace:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalculate the normals of blendshape data in Mikktspace.
|FlipNormals:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
|FlipNormals:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
|ReverseWinding:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
|ReverseWinding:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
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|ConvertToPointCloud:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Creates a mesh that is a cloud of points using the vertices of this mesh.
|ConvertToPointCloud:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Creates a mesh that is a cloud of points using the vertices of this mesh.
|ResaveMesh:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Resaves the mesh recieved on the client to the cloud. can fix syncing issues with other users.
|RecalculateNormalsMerged:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateTangentsSimple:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateTangentsMikk:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateBlendshapeNormals:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateBlendshapeNormalsMerged:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateBlendshapeTangentsMikk:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|StripBlendshapeNormals:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|StripBlendshapeTangents:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|TrimBoneWeightCount:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Type:Int|Int]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Type:Int|Int]]>|true| Reduces the amount of bones allowed to be weighted to a mesh per vertex.
|ConvertToConvexHull:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Converts the mesh to a convex hull.
|ConvertToPointCloud:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Converts the mesh to a point cloud.
|GetBoneList:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Creates a dialog that shows the bone list.
|GetBoneData:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Creates a dialog that shows the bone data.
|ScaleUVs:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| Scales the UVs by the recieved size.
}}
}}
Revision as of 21:37, 19 March 2025
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
The StaticMesh component is used to load a static mesh asset from the Uri specified in `URL`
Generally, you will not need to use this component directly, as it is created automatically when importing a new mesh, or when baking a Procedural Mesh using the Sync Method BakeMesh()