Difference between revisions of "IcoSphereMesh (Component)"
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== Examples == | == Examples == | ||
== Related Components == | == Related Components == | ||
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</translate> | </translate> | ||
[[Category:Components{{#translation:}}|IcoSphereMesh (Component){{#translation:}}]] | [[Category:Components{{#translation:}}|IcoSphereMesh (Component){{#translation:}}]] | ||
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|IcoSphereMesh (Component){{#translation:}}]] | [[Category:Components:Assets:Procedural Meshes{{#translation:}}|IcoSphereMesh (Component){{#translation:}}]] |
Latest revision as of 06:23, 8 November 2020
Warning: | The Vertex count on the mesh generated by this component increases exponentially with respect to the value in Subdivisions — Please use caution when using larger values |
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Intoduction
The IcoSphereMesh component procedurally generates a icosahedron mesh for use with a MeshRenderer, according to the parameters provided.
Usage
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 | |
OverrideBoundingBox
|
Bool | |
OverridenBoundingBox
|
BoundingBox | |
Radius
|
Float | Radius of the IcoSphere |
Subdivisions
|
Int | Number of IcoSphere subdivisions — Values are clamped in the range [0,8] |
FlatShading
|
Bool | Use flat/faceted shading instead of smooth shading. |
FlatFaceExtrude
|
Float | Distance to extrude faces after being generated. Creates an "Exploded" appearance |
FlatFaceScale
|
Float | Scale of individual faces, relative to their base size. |
Behavior
Warning: The vertex count on a generated IcoSphereMesh is 20×4n, where n is Subdivisions
— this may result in extremely large vertex counts for seemingly small values of Subdivisions
— Please use caution!
As of Version 2020.10.25.1103, this value is clamped in the range [0,8] to prevent accidentally creating a mesh with an excessive number of vertices.