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Component image
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
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. |
URL
|
Uri | The Uri pointing to the .meshx asset to be loaded |
Readable
|
Bool |
Usage
Custom UI Elements | |
---|---|
Name | Description |
Resave Mesh | Will generate a new asset and URL, without destroying or modifying the previous one. |
Recalculate Normals | Will recalculate all of the vertex normals on the mesh. |
Recalculate Normals (Smooth Shading) | |
Recalculate Tangents (Mikktspace) | |
Recalculate Tangents (Simple) | |
Flip Normals | Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh) |
Reverse Winding | Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out") |
Make Dual Sided | Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides. |
Convert to Flat Shading | 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. |
Convert to Convex Hull | |
Convert to Point Cloud | |
Merge Doubles | |
Strip Empty Blendshapes | |
Strip Blendshape Normals | |
Strip Blendshape Tangents | |
Get Bone List | |
Get Bone Data | |
Trim Vertex Bone Weights To X | Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones. |
Scale UVs | Multiplies the texture coordinates of the mesh by the given value. |