Table of Contents

Class CreateMesh

Creates mesh GameObjects from VMesh data

public class CreateMesh : ResourceExportingModule
Inheritance
Object
Component
Behaviour
MonoBehaviour
DTVersionedMonoBehaviour
CreateMesh
Inherited Members

Constructors

CreateMesh()

public CreateMesh()

Fields

InSpots

[HideInInspector]
[InputSlotInfo(typeof(CGSpots), Array = true, Name = "Spots", Optional = true)]
public CGModuleInputSlot InSpots

Field Value

CGModuleInputSlot

InVMeshArray

[HideInInspector]
[InputSlotInfo(typeof(CGVMesh), Array = true, Name = "VMesh")]
public CGModuleInputSlot InVMeshArray

Field Value

CGModuleInputSlot

Properties

AnchorOverride

public Transform AnchorOverride { get; set; }

Property Value

Transform

AutoUpdateColliders

public bool AutoUpdateColliders { get; set; }

Property Value

bool

CastShadows

public ShadowCastingMode CastShadows { get; set; }

Property Value

ShadowCastingMode

Collider

The type of collider to create on the mesh GameObject

public CGColliderEnum Collider { get; set; }

Property Value

CGColliderEnum

Combine

When enabled, combines multiple meshes into a single mesh

public bool Combine { get; set; }

Property Value

bool

Convex

public bool Convex { get; set; }

Property Value

bool

CookingOptions

Options used to enable or disable certain features in Collider mesh cooking. See Unity's MeshCollider.cookingOptions for more details

public MeshColliderCookingOptions CookingOptions { get; set; }

Property Value

MeshColliderCookingOptions

GroupMeshes

When Combine is true, combine only meshes sharing the same index.

public bool GroupMeshes { get; set; }

Property Value

bool

Remarks

Is used only if InSpots is not empty

IncludeNormals

If true, the generated mesh will have normals

public bool IncludeNormals { get; set; }

Property Value

bool

IncludeTangents

If true, the generated mesh will have tangents

public bool IncludeTangents { get; set; }

Property Value

bool

IsTrigger

Is the created collider a trigger

public bool IsTrigger { get; set; }

Property Value

bool

Layer

The layer assigned to the created mesh GameObject

public int Layer { get; set; }

Property Value

int

LightProbeUsage

public LightProbeUsage LightProbeUsage { get; set; }

Property Value

LightProbeUsage

MakeStatic

If enabled, meshes will have the Static flag set, and will not be generated/updated in Play Mode. This is to maintain Unity optimizations done in Edit Mode on static GameObjects.

public bool MakeStatic { get; set; }

Property Value

bool

Remarks

Do not set to true if you rely on Play Mode generated meshes

Material

public PhysicsMaterial Material { get; set; }

Property Value

PhysicsMaterial

ReceiveShadows

public bool ReceiveShadows { get; set; }

Property Value

bool

ReflectionProbes

public ReflectionProbeUsage ReflectionProbes { get; set; }

Property Value

ReflectionProbeUsage

RendererEnabled

public bool RendererEnabled { get; set; }

Property Value

bool

Tag

The tag assigned to the created mesh GameObject

public string Tag { get; set; }

Property Value

string

UnwrapUV2

Warning: this operation is Editor only (not available in builds) and CPU intensive When combining multiple meshes, the UV2s are by default kept as is. Use this option to recompute them by uwrapping the combined mesh.

public bool UnwrapUV2 { get; set; }

Property Value

bool

UseLightProbes

public bool UseLightProbes { get; set; }

Property Value

bool

Methods

DeleteAllOutputManagedResources()

Delete all the managed resources acting as an output. One example of this are the generated meshes by the CreateMesh module

public override bool DeleteAllOutputManagedResources()

Returns

bool

True if there were deleted resources

OnAfterDeserialize()

Implement this callback to transform data back into runtime data types after an object is deserialized.

public void OnAfterDeserialize()

OnBeforeSerialize()

Implement this callback to transform data into serializable data types immediately before an object is serialized.

public void OnBeforeSerialize()

Refresh()

Add Module processing code in here

public override void Refresh()

SaveResourceToScene(Component, Transform)

Save a specific resource to the scene as a GameObject

protected override GameObject SaveResourceToScene(Component managedResource, Transform newParent)

Parameters

managedResource Component
newParent Transform

Returns

GameObject

The saved GameObject

SaveToAsset()

Saves the created meshes to asset files

public void SaveToAsset()

Remarks

Will open a file selector to select where to save the files

SaveToSceneAndAsset()

Saves a copy of the generated mesh(es) as Asset(s), then creates a GameObject, outside of the generator, referencing those mesh assets. This way the created GameObject can be made part of a prefab without issues

public void SaveToSceneAndAsset()

Remarks

Will open a file selector to select where to save the files

UpdateColliders()

public void UpdateColliders()