Component:CrossMesh

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Revision as of 22:16, 15 October 2024 by 989onan (talk | contribs) (add picture)
Component image 
Cross Mesh component as seen in the Scene Inspector

A cross mesh is a 3D mesh made of 3 crossing boxes of equal thickness and length. It can be rotated, and the bars can be lengthened and thickened/thinned.

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.
Size Float The size of the cross from end to end in local space.
BarRatio Float This multiplied by size is how thick each bar is in local space.

Usage

Attach to a slot, and assign to a Mesh Renderer to see what it looks like. Don't forget to use a material.

Examples

Can be used to mark a point with a rotation like markers for debug testing.

An example of what a default rotated cross mesh looks like

Related Components