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Component image
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. |
Texture
|
Texture2D | The texture to analyze and use to generate the vertex graph for this mesh. |
ColorSpace
|
Space | The color space to use for X, Y, and Z coordinates on the graph for. |
MaxTextureSize
|
Int | The max size of the image on one axis that this image will use when making the graph. The image gets resized internally to fit this size. |
BaseSize
|
Float | |
AccumulateSize
|
Float | |
MaxSize
|
Float | |
Scale
|
Float3 | |
AlphaThreshold
|
Float |
Sync Delegates
Name | Arguments | Description |
---|---|---|
BakeMesh()
|
Action | Bake meshes is a sync method that creates a static mesh component with this component, replaces all references to this component with the static mesh component, then deletes this component. |
Space
Name | Value | Description |
---|---|---|
RGB
|
0 | Convert colors in the image into RGB (Red Green Blue) values and use them as the graphs's XYZ values. |
HSV
|
1 | Convert colors in the image into HSV (Hue Saturation Value) values and use them as the graph's XYZ valuee. |
Usage
Attach this component to a slot, and place it into a Mesh Renderer Component with an Unlit Material set to use billboard geometry to view the mesh and its graph points.
Examples
-
An example of this component in use with an Unlit Material set to billboard geometry.