Component image 
Lightning Mesh component as seen in the Scene Inspector

The LightingMesh component generates geometry of a procedural lighting bolt for use with a Component:MeshRenderer.
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. Some components stop their functionality when this field is disabled, but some don't. |
HighPriorityIntegration
|
Bool | 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. |
OverrideBoundingBox
|
Bool | Force the bounding box calculated from this component to use OverridenBoundingBox instead of calculating when requested.
|
OverridenBoundingBox
|
BoundingBox | 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.
|
Profile
|
ColorProfile | The profile that the vertex colors for this mesh should be displayed in. |
Seed
|
Int | Used to generate a sudo random variant of a lighting bolt mesh |
Points
|
Int | how much detail the lighting bolt should have. |
Topology
|
Topology | The Topology setting for the lighting bolt |
Shading
|
Shading | The shading for the lighting bolt geometry. Like smooth or flat for example. |
Ends
|
Ends | how to handle the geometry at the beginning and end of lines in the lighting bolt |
DualSided
|
Bool | whether the lighting bolt is visible from the inside. |
Point0
|
Float3 | the start point of the lightning bolt |
Point1
|
Float3 | the end point of the lightning bolt |
StrikeLevels
|
list of LightningMesh.StrikeProperties | A list of different branch variants and bends in the lighting bolt. |
Sync Delegates
| Method Name | Method type and Arguments. | Is the method hidden? | Description |
|---|---|---|---|
BakeMeshAction
|
Action | X | Bake meshes is a sync method that creates a static mesh component with this component, replaces all references to this component with the static mesh component, then deletes this component. |
Usage
Attach to a slot and insert into a Component:MeshRenderer to view the geometry it generates. Don't forget to use a Material.
StrikeProperties
Generates a group of lines that shoot out at random bent angles with multiple segments. The start and end of these forks in the lighting mesh can be controlled via its settings.
| Name | Type | Description |
|---|---|---|
Segments
|
Int | The detail of this fork group |
StartWidth
|
Float | the width of the start of the forks of this fork segment. |
EndWidth
|
Float | the width of the end of the forks of this fork segment. |
MinOffset
|
Float | the minimum offset from the start of the lighting bolt for this fork group |
MaxOffset
|
Float | the maximum offset from the start of the lighting bolt for this fork group |
ChildCount
|
Int | The amount of forks in this fork group |
MinChildTargetDistanceRatio
|
Float | the minimum distance of the children of this fork group from the center bolt. |
MaxChildTargetDistanceRatio
|
Float | the maximum distance of the children of the fork group from the center bolt. |
MinChildTargetOffset
|
Float | The minimum target offset for children of this fork group. |
MaxChildTargetOffset
|
Float | the maximum target offset for children of this fork group. |
Examples
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