StaticMesh (Component)

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Static Mesh component as seen in the Scene Inspector

The StaticMesh component is used to load a static mesh asset from the Uri specified in `URL`

Generally, you will not need to use this component directly, as it is created automatically when importing a new mesh, or when baking a Procedural Mesh

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
URL Uri The Uri pointing to the .meshx asset to be loaded
Readable Bool

Usage

Custom UI Elements
Name Description
Resave Mesh Will generate a new asset and URL, without destroying or modifying the previous one.
Recalculate Normals Will recalculate all of the vertex normals on the mesh.
Recalculate Normals (Smooth Shading)
Recalculate Tangents (Mikktspace)
Recalculate Tangents (Simple)
Flip Normals Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
Reverse Winding Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
Make Dual Sided Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
Convert to Flat Shading Duplicates all shared vertices on the mesh, so that the vertex normals for a given face can be perpendicular, resulting in a faceted (or "flat") look.
Convert to Convex Hull
Convert to Point Cloud
Merge Doubles
Strip Empty Blendshapes
Strip Blendshape Normals
Strip Blendshape Tangents
Get Bone List
Get Bone Data
Trim Vertex Bone Weights To X Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones.
Scale UVs Multiplies the texture coordinates of the mesh by the given value.

Examples

Related Components