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MultiMesh Properties

The MultiMesh type exposes the following members.

Properties
  NameDescription
Public propertyColorArray
Public propertyColorFormat

Format of colors in color array that gets passed to shader.

Public propertyCustomDataArray
Public propertyCustomDataFormat

Format of custom data in custom data array that gets passed to shader.

Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyInstanceCount

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.

Public propertyMesh

Mesh to be drawn.

Public propertyNativeInstance (Inherited from Object.)
Public propertyResourceLocalToScene

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.

(Inherited from Resource.)
Public propertyResourceName

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.

(Inherited from Resource.)
Public propertyResourcePath

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.

(Inherited from Resource.)
Public propertyTransform2dArray
Public propertyTransformArray
Public propertyTransformFormat

Format of transform used to transform mesh, either 2D or 3D.

Public propertyVisibleInstanceCount

Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.

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