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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 |
---|---|---|---|
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).