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Component:RigBoneMesh

Procedural mesh that generates a typical rig bone visual used in 3D software.


Component image 
Rig Bone Mesh component as seen in the Scene Inspector

Added in Beta_2026.5.27.1300 to create the visuals for the Rig Tool, this procedural mesh generates a typical rig bone visual used in 3D software. It does not include the bone sphere at the base, for this use Component:SphereMesh.

The mesh's center is the bottom(widest default) end allowing the narrow end it to be rotated to point as required.

For other uses, changing NormalizedSplitPosition closer to 0.5 a more symmetric crystal shape can be created.

Example visuals. One with debug texture and other with wireframe texture.

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. Some components stop their functionality when this field is disabled, but some don't.
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.
Length Float Determines the total length of the shape.
Width Float Determines the width of the widest point.
NormalizedSplitPosition Float How close to the 'bottom' the widest point of the shape is. 0.2 is default.
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