Mesh (Asset): Difference between revisions
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Created page with "Meshes are 3d models placed in world. {| class="wikitable" |+ !Field !Type !Default !Description |- |id |string |random |A unique ID |- |Url |string | |A URL to your mesh file. Must be a GLB file. |- |Debug |boolean |false |Not used. |- |Is room |boolean |false |Use this to mark the asset as a room. Such as an outdoor ground area, or an indoor with walls etc. |- |Receive shadow |boolean |true | |- |Cast shadow |boolean |true | |- |Name |string | |A name for your mesh. A..." |
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|Primitives | |Primitives | ||
|[[ | |[[MeshPrimitive (Asset)|Primitive]] | ||
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|Primitives to attach to this mesh. | |Primitives to attach to this mesh. | ||
Latest revision as of 23:00, 11 June 2025
Meshes are 3d models placed in world.
| Field | Type | Default | Description |
|---|---|---|---|
| id | string | random | A unique ID |
| Url | string | A URL to your mesh file. Must be a GLB file. | |
| Debug | boolean | false | Not used. |
| Is room | boolean | false | Use this to mark the asset as a room. Such as an outdoor ground area, or an indoor with walls etc. |
| Receive shadow | boolean | true | |
| Cast shadow | boolean | true | |
| Name | string | A name for your mesh. A name/category combination should be unique. | |
| Category | string | Mesh category. To use subcategories, separate it with a . | |
| Static | string | DOOR_NONE | Not currently used. |
| Scale | float | 1.0 | Scale of the mesh. If you can't see it on import, consider increasing or decreasing this by a factor of 10. |
| Render Order | int | 0 | Advanced, not really used atm. |
| Lockable | bool | false | Can be used on doors to allow them to be locked in the procedural generator. |
| Auto Bounding Box | bool | false | Use on items that may be hard to interact with due to their appearance. Creates a bounding box that increases the clickable area. |
| Door Type | string | DOOR_NONE | Used in door type assets to mark what direction they should go in. Such as ladders should only have DOOR_UP. |
| No Randomish | boolean | false | Removes this mesh from the "add randomish" button in the dungeon editor. |
| Hide in game on stage placed | boolean | false | Sets the mesh to hidden when placed in world. |
| x rotation | float | 0 | Rotation in degrees to rotate it. Forward should be pointing towards Z. |
| Materials | Material | Attaches materials to your mesh. | |
| Primitives | Primitive | Primitives to attach to this mesh. | |
| onInteract | MeshAction | Mesh actions to run when the mesh is interacted with. | |
| onRefresh | MeshAction | Mesh actions to run when the active area refreshes or is entered. | |
| onStagePlaced | MeshAction | Mesh actions to run when the room is loaded. | |
| Animations | Lets you edit animations. Note that animations are auto loaded, but you can create modified versions by using aliases, such as playing animations backwards. | ||
| Tags | tag | Tags, these are added to all players while in a room with this mesh. | |
| Sound Loops | sound loop | Adds sound loops to play while in a room with this mesh. Such as fire sounds. | |
| Want Actions | array | Used in the dungeon editor to highlight meshes that don't have these actions. For an instance, doors want a "door", "exit", or "proceduralDungeon" game action. And if none is found, color the door red to let the modder know that they probably forgot to add a game action. |