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Component image 
Static Mesh component as seen in the Scene Inspector

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. Some components stop their functionality when this field is disabled, but some don't. |
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. | Is the method hidden? | Description |
---|---|---|---|
RecalculateNormalsFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Will recalculate all of the vertex normals on the mesh. |
RecalculateNormalsMergedFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Recalculates this meshes vertex normals which effects shading. |
RecalculateTangentsSimpleFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Recalulates mesh tangents which affect shading. Simple mode. |
RecalculateTangentsMikktspaceFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition. |
RecalculateBlendshapeNormalsFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | |
RecalculateBlendshapeNormalsMergedFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | |
RecalculateBlendshapeTangentsMikktspaceFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | |
FlipNormalsFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh) |
ReverseWindingFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out") |
MakeDualSidedFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides. |
ConvertToFlatShadingFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | 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. |
MergeDoublesFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Merges all the vertices in the exact same place on the mesh. |
StripEmptyBlendshapesFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Strips blendshapes from the mesh that don't move any vertices. |
MergeBlendshapesFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | |
StripBlendshapeNormalsFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Gets rid of per shapekey normal data |
StripBlendshapeTangentsFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Gets rid of per shapekey tangent data. |
TrimBoneWeightCountFunc`2<Int, Task`1<Bool>>
|
Func`2<Int, Task`1<Bool>> | X | |
ConvertToConvexHullFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape. |
ConvertToPointCloudFunc`1<Task`1<Bool>>
|
Func`1<Task`1<Bool>> | X | Creates a mesh that is a cloud of points using the vertices of this mesh. |
TranslateUVsFunc`3<Float4, Float4, Task`1<Bool>>
|
Func`3<Float4, Float4, Task`1<Bool>> | X | |
ResaveMeshButtonEventHandler
|
ButtonEventHandler | ✓ | |
RecalculateNormalsButtonEventHandler
|
ButtonEventHandler | ✓ | |
RecalculateNormalsMergedButtonEventHandler
|
ButtonEventHandler | ✓ | |
RecalculateTangentsSimpleButtonEventHandler
|
ButtonEventHandler | ✓ | |
RecalculateTangentsMikkButtonEventHandler
|
ButtonEventHandler | ✓ | |
RecalculateBlendshapeNormalsButtonEventHandler
|
ButtonEventHandler | ✓ | |
RecalculateBlendshapeNormalsMergedButtonEventHandler
|
ButtonEventHandler | ✓ | |
RecalculateBlendshapeTangentsMikkButtonEventHandler
|
ButtonEventHandler | ✓ | |
FlipNormalsButtonEventHandler
|
ButtonEventHandler | ✓ | |
ReverseWindingButtonEventHandler
|
ButtonEventHandler | ✓ | |
MakeDualSidedButtonEventHandler
|
ButtonEventHandler | ✓ | |
ConvertToFlatShadingButtonEventHandler
|
ButtonEventHandler | ✓ | |
MergeDoublesButtonEventHandler
|
ButtonEventHandler | ✓ | |
StripEmptyBlendshapesButtonEventHandler
|
ButtonEventHandler | ✓ | |
MergeBlendshapesButtonEventHandler
|
ButtonEventHandler | ✓ | |
StripBlendshapeNormalsButtonEventHandler
|
ButtonEventHandler | ✓ | |
StripBlendshapeTangentsButtonEventHandler
|
ButtonEventHandler | ✓ | |
TrimBoneWeightCountButtonEventHandler`1<Int>
|
ButtonEventHandler`1<Int> | ✓ | |
ConvertToConvexHullButtonEventHandler
|
ButtonEventHandler | ✓ | |
ConvertToPointCloudButtonEventHandler
|
ButtonEventHandler | ✓ | |
GetBoneListButtonEventHandler
|
ButtonEventHandler | ✓ | |
GetBoneDataButtonEventHandler
|
ButtonEventHandler | ✓ | |
ScaleUVsButtonEventHandler`1<FloatTextEditorParser>
|
ButtonEventHandler`1<FloatTextEditorParser> | ✓ |
Usage
Attach to a slot, provide a URL
and insert into a Component:SkinnedMeshRenderer or Component:MeshRenderer. Don't forget the Material(s).