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A skinned mesh renderer can be used to emit particles from either the vertices, edges, or faces of a SkinnedMeshRenderer. The colors of the particles can be made to be the colors of certain points of a texture, which is sampled via which point on the skinned mesh renderer the particle is emitted from.
Usage
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. |
System
|
ParticleSystem | the particle system this emitter is a part of. |
Rate
|
Float | How fast to emit particles into System
|
BurstOnActivatedMin
|
Float | the minimum amount of particles generated when the component's hierarchy is activates |
BurstOnActivatedMax
|
Float | the maximum amount of particles generated when the component's hierarchy is activated. |
BurstTimeStart
|
direct SyncTime | When the last burst has happened. |
BurstTimePeriod
|
Double | How long to spread out the emissions of bursts from Bursts
|
Bursts
|
direct SyncLinear`1<ParticleBurst> | A list of different bursts with times and amounts. This field is only editable with Mods |
EmitFrom
|
MeshEmissionSource | What parts of the mesh to emit from. |
RandomDirection
|
Float | How much to randomize the velocity (this is a magnitude) |
DirectionMode
|
MeshEmissionSpace | the coordinate direction to use for up. |
DirectionBase
|
Float3 | The vector direction to force the particles in, realtive to DirectionMode .
|
UseVertexColors
|
Bool | Whether to use the vertex color data from the mesh for the color of the particles. |
ColorTexture
|
Texture2D | The texture to use as the colors of the emitted particles (samples the color of this at the UV position of the mesh section it was emitted from) |
WrapMode
|
WrapMode | How to wrap the UV sample coordinates of the mesh. |
UVOffset
|
Float2 | How much to offset the UV sample position of ColorTexture
|
UVScale
|
Float2 | How much to scale the UV sample position of ColorTexture
|
ClipRect
|
Nullable`1<Rect> | The rectangle to discard UV coordinates if they end up outside this range. Kind of like a UV discard. |
Skin
|
SkinnedMeshRenderer | The skinned mesh renderer to emit from. |