Component:StaticTexture2D

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Revision as of 20:40, 5 November 2024 by 989onan (talk | contribs) (fix table for auto process)


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Component image 
StaticTexture2D component as seen in the Scene Inspector

The StaticTexture2D Component stores a reference to a static asset representing a 2D Texture.

Usage

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 Asset URI that references the raw texture data
FilterMode TextureFilterMode The type of filtering to use for this texture.
AnisotropicLevel Int The level of anisotropy to use when TextureFilterMode is set to Anisotropic
Uncompressed Bool Do not use texture compression
DirectLoad Bool Whether to load the image directly from it's URI source and to not cache it locally.
ForceExactVariant Bool Only allow one variant of the texture to exist, part of Asset Variant System.
PreferredFormat Nullable`1<TextureCompression> The format to use for texture compression rather than the auto picked one
PreferredProfile Nullable`1<ColorProfile> The color profile to use rather than the auto picked one. (usually linear)
MipMapBias Float Offset to the MipMap calculation.
IsNormalMap Bool This texture should be interpreted as a Normal Map
WrapModeU TextureWrapMode How to handle U values outside of the range [0.0,1.0]
WrapModeV TextureWrapMode How to handle V values outisde of the range [0.0,1.0]
PowerOfTwoAlignThreshold Float The threshold for pixel count from range [0.0,1.0] before scaling both axes to a power of 2.
CrunchCompressed Bool Whether to compress the texture to extreme lengths to reduce VRam usage.
MaxSize Nullable`1<Int> The maxiumum size to show to the user, which scaled versions are generated by the cloud on the fly from the original and sent as part of the Asset Variant System
MipMaps Bool Whether to enable the rendering of mipmaps, which are lower res textures at further distances from the camera to improve performance.
KeepOriginalMipMaps Bool Whether to use the original mipmaps that came with the image data (yes you could have rainbow mipmaps at further distances) or not.
MipMapFilter Filtering How to apply filtering to the image's mipmaps. please see Filtering!
Readable Bool Whether this can be read per pixel via things like ProtoFlux

Behavior

By default Filter is set to Bilinear Filtering, however Anisotropic Filtering results in a much better appearance at very steep angles, and only has a very minor performance impact. If visual fidelity of your texture is a concern, you should set Filter to Anisotropic, and AnisotropicLevel to 4 or 8.

Special Functions

Any of the operations listed below will generate a new static texture asset, and anything referring to this StaticTexture2D component will be updated with the new texture. The existing asset is deleted from the servers if no other items refer to it.

Troubleshooting

When importing images into Resonite, sometimes the image will have a row of pixels taken from the bottom of the image rendered at the top. To fix this issue, go to the FilterMode property on the StaticTexture2D component, click the checkbox, and select "Point". This prevents the issue

Lua error in mw.text.lua at line 25: bad argument #1 to 'match' (string expected, got nil).
Triggers
Method Name Method type and Arguments. Is the method hidden? Description

Examples

Related Components