MeshPrimitive (Asset)
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MeshPrimitives are items attached to a mesh, such as particles, lights, or even other meshes. Note that only 10 levels of recursion is allowed.
| Field | Type | Default | Description |
|---|---|---|---|
| Type | string | Box | Type of prim to attach. |
| Text/Mesh ID/Text Display/Light color/Particle label | string | Text: Text to display.
Mesh: ID of mesh to attach. Light: Color, such as "#FFFFFF" Particles: Particle asset label. | |
| Material | string/array | Replace material(s) with this material ID. Box/sphere/plane can only have one texture. | |
| Light Intensity/Text Depth/Particle emitter follow | float | 1 | Light: Intensity of light.
Text: Extrusion depth Particle: If set to 0, the whole particle system will follow the mesh. Otherwise, only the emitter. |
| Light Distance/Text curve segments | float | 0 | Light: Distance to render, in centimeters.
Text: Curve segments, more segments makes it more round, but use more resources. |
| Light Decay/Text Bevel Thickness | float | 1 | Light: Decay
Text: Sets bevel thickness. |
| Light Angle | float | 0 | Spotlight only, sets angle of light cone. |
| Light Penumbra | float | 0 | Spotlight only, softens from the center to the edge of the cone. |
| Scale | float | 1 | Sets prim scale. |
| Rot | float | 0 | Sets prim rotation. |
| Bone | string | Automatically updates based on parent mesh. Attaches the mesh to a bone of the parent. | |
| Conditions | Condition | Conditions needed to be met for this to render. Updated automatically. |