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Component image
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()
Fields
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. |
URL
|
Uri | The Uri pointing to the .meshx asset to be loaded |
Readable
|
Bool | Whether this component's data can be read via protoflux. |
Sync Delegates
Method Name | Method type and Arguments. | Description |
---|---|---|
ResaveMesh()
|
null | Will generate a new asset and URL, without destroying or modifying the previous one. |
RecalculateNormals()
|
null | Will recalculate all of the vertex normals on the mesh. |
RecalculateNormalsMerged()
|
null | Recalculates this meshes vertex normals which effects shading. |
RecalculateTangentsMikktspace()
|
null | Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition. |
RecalculateTangentsSimple()
|
null | Recalulates mesh tangents which affect shading. Simple mode. |
FlipNormals()
|
null | Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh) |
ReverseWinding()
|
null | Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out") |
MakeDualSided()
|
null | Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides. |
ConvertToFlatShading()
|
null | Duplicates all shared vertices on the mesh, so that the vertex normals for a given face can be perpendicular, resulting in a faceted (or "flat") look. |
ConvertToConvexHull()
|
null | creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape. |
ConvertToPointCloud()
|
null | Creates a mesh that is a cloud of points using the vertices of this mesh. |
MergeDoubles()
|
null | Merges all the vertices in the exact same place on the mesh. |
StripEmptyBlendshapes()
|
null | Strips blendshapes from the mesh that don't move any vertices. |
StripBlendshapeNormals()
|
null | Gets rid of per shapekey normal data |
StripBlendshapeTangents()
|
null | Gets rid of per shapekey tangent data. |
GetBoneList()
|
null | Gets the names of bone data associated with this mesh. |
GetBoneData()
|
null | Gets all the data about bones associated with this mesh. |
TrimBoneWeightCount()
|
null | Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones. |
ScaleUVs()
|
null | Multiplies the texture coordinates of the mesh by the given value. |
Usage
Attach to a slot, provide a URL
and insert into a Component:SkinnedMeshRenderer or Componenr:MeshRenderer. Don't forget the Material(s).