Component:BallisticPathMesh

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Component image 
Ballistic Path Mesh component as seen in the Scene Inspector

The ballistics path mesh is a component that generates a stripe or tube mesh that traces the future path of a virtual thrown object.

Fields

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.
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.
InitialPosition Float3 The initial position of the ballistics path.
InitialVelocity Float3 The initial velocity of the ballistics path.
Gravity Float3 The gravity affecting the ballistics path (m/s^2)
Drag Float the resistance through the air of the generated ballistics path
Mode StepMode
StepSize Float
TotalUnits Float
Shape PathShape
Size Float How big to scale this ballisitics path
Points Int how many points the final ballistics curve should be made of
DualSided Bool whether the generated mesh should be dual sided.
Up Float3 The up direction against gravity for the generated mesh (local space)
DistanceSizeGrowth Float
MinGrownSize Float
MaxGrownSize Float
UseLastSegment Bool
LastSegmentPosition Float3

Usage

Examples

This is commonly used in the teleport to locomotion for the indication visual for teleporting.

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