Component:StaticMesh

From Resonite Wiki
Revision as of 06:32, 17 March 2025 by 989onan bot (talk | contribs) (Automated: update SyncDelegates)


This article or section is a Stub. You can help the Resonite Wiki by expanding it.


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

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

Triggers
Method Name Method type and Arguments. Is the method hidden? Description
RecalculateNormals:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Will recalculate all of the vertex normals on the mesh.
RecalculateNormalsMerged:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Recalculates this meshes vertex normals which effects shading.
RecalculateTangentsSimple:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Recalulates mesh tangents which affect shading. Simple mode.
RecalculateTangentsMikktspace:Func`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.
RecalculateBlendshapeNormals:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X
RecalculateBlendshapeNormalsMerged:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X
RecalculateBlendshapeTangentsMikktspace:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X
FlipNormals:Func`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)
ReverseWinding:Func`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")
MakeDualSided:Func`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.
ConvertToFlatShading:Func`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.
MergeDoubles:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Merges all the vertices in the exact same place on the mesh.
StripEmptyBlendshapes:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Strips blendshapes from the mesh that don't move any vertices.
MergeBlendshapes:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X
StripBlendshapeNormals:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Gets rid of per shapekey normal data
StripBlendshapeTangents:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Gets rid of per shapekey tangent data.
TrimBoneWeightCount:Func`2<Int, Task`1<Bool>> Func`2<Int, Task`1<Bool>> X
ConvertToConvexHull:Func`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.
ConvertToPointCloud:Func`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.
TranslateUVs:Func`3<Float4, Float4, Task`1<Bool>> Func`3<Float4, Float4, Task`1<Bool>> X
ResaveMesh:ButtonEventHandler ButtonEventHandler
RecalculateNormals:ButtonEventHandler ButtonEventHandler
RecalculateNormalsMerged:ButtonEventHandler ButtonEventHandler
RecalculateTangentsSimple:ButtonEventHandler ButtonEventHandler
RecalculateTangentsMikk:ButtonEventHandler ButtonEventHandler
RecalculateBlendshapeNormals:ButtonEventHandler ButtonEventHandler
RecalculateBlendshapeNormalsMerged:ButtonEventHandler ButtonEventHandler
RecalculateBlendshapeTangentsMikk:ButtonEventHandler ButtonEventHandler
FlipNormals:ButtonEventHandler ButtonEventHandler
ReverseWinding:ButtonEventHandler ButtonEventHandler
MakeDualSided:ButtonEventHandler ButtonEventHandler
ConvertToFlatShading:ButtonEventHandler ButtonEventHandler
MergeDoubles:ButtonEventHandler ButtonEventHandler
StripEmptyBlendshapes:ButtonEventHandler ButtonEventHandler
MergeBlendshapes:ButtonEventHandler ButtonEventHandler
StripBlendshapeNormals:ButtonEventHandler ButtonEventHandler
StripBlendshapeTangents:ButtonEventHandler ButtonEventHandler
TrimBoneWeightCount:ButtonEventHandler`1<Int> ButtonEventHandler`1<Int>
ConvertToConvexHull:ButtonEventHandler ButtonEventHandler
ConvertToPointCloud:ButtonEventHandler ButtonEventHandler
GetBoneList:ButtonEventHandler ButtonEventHandler
GetBoneData:ButtonEventHandler ButtonEventHandler
ScaleUVs:ButtonEventHandler`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).

Examples

See Also