Component image
The SegmentMesh component is an evolved form of Component:SlotSegmentMesh the behavior is identical, except when not provided slots it will use local coordinate points instead.
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. |
Radius
|
Float | The radius of the line from PointA /SlotA to PointB /SlotB
|
PointA
|
Float3 | The starting point of the generated line in local space. |
PointB
|
Float3 | The ending point of the generated line in local space. |
SlotA
|
direct TransformRelayRef | The starting point of the generated line. This will be used instead of PointA if provided.
|
SlotB
|
direct TransformRelayRef | The ending point of the generated line. This will be used instead of PointB if provided.
|
Shading
|
Shading | Whether to use different shading like smooth or flat. |
Sync Delegates
Method Name | Method type and 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. |
Usage
Attach to a slot and insert into a Component:MeshRenderer to see the geometry. Don't forget to use a Material.
Examples
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