MultiMesh Properties |
The MultiMesh type exposes the following members.
Name | Description | |
---|---|---|
ColorArray | ||
ColorFormat | Format of colors in color array that gets passed to shader. | |
CustomDataArray | ||
CustomDataFormat | Format of custom data in custom data array that gets passed to shader. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
InstanceCount | Number of instances that will get drawn. This clears and (re)sizes the buffers. By default, all instances are drawn but you can limit this with VisibleInstanceCount. | |
Mesh | Mesh to be drawn. | |
NativeInstance | (Inherited from Object.) | |
ResourceLocalToScene | If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene. | |
ResourceName | The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor. | |
ResourcePath | The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index. | |
Transform2dArray | ||
TransformArray | ||
TransformFormat | Format of transform used to transform mesh, either 2D or 3D. | |
VisibleInstanceCount | Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers. |