StaticMesh
StaticMesh is a static CoreMesh. StaticMeshes can be placed in the scene and (if networked or client-only) moved at runtime, but the mesh itself cannot be animated.
See AnimatedMesh for meshes with animations.
Properties
Property Name | Return Type | Description | Tags |
---|---|---|---|
isSimulatingDebrisPhysics |
boolean |
If true , physics will be enabled for the mesh. |
Read-Write, Client-Only |
Functions
Function Name | Return Type | Description | Tags |
---|---|---|---|
SetMaterialForSlot(string assetId, string slotName) |
None |
Set the material in the given slot to the material specified by assetId. | None |
GetMaterialSlot(string slotName) |
MaterialSlot |
Get the MaterialSlot object for the given slot. If called on the client on a networked object, the resulting object cannot be modified. | None |
GetMaterialSlots() |
Array <MaterialSlot > |
Get an array of all MaterialSlots on this mesh. If called on the client on a networked object, the resulting object cannot be modified. | None |
ResetMaterialSlot(string slotName) |
None |
Resets a material slot to its original state. | None |
Examples
Example using:
GetMaterialSlots
In this example, the slotName
property of all material slots belonging to the CUBE will be printed to the event log.
local CUBE = script.parent
-- Get an array of material slots
local MaterialSlots = CUBE:GetMaterialSlots()
-- Print the names of all material slots belonging to the "CUBE"
for index, materialSlot in ipairs(MaterialSlots) do
print(materialSlot.slotName)
end
See also: MaterialSlot.slotName
Example using:
SetMaterialForSlot
GetMaterialSlots
In this example a cube's material is changed at runtime. The script is placed as a child of the cube object and the desired material is assigned to the script as a custom property.
local CUBE = script.parent
local MATERIAL = script:GetCustomProperty("Material")
local matSlot = CUBE:GetMaterialSlots()[1]
CUBE:SetMaterialForSlot(MATERIAL, matSlot.slotName)
See also: MaterialSlot.slotName | CoreObject.parent
Example using:
isSimulatingDebrisPhysics
The debris physics simulation is a client-only feature. The exact movement of simulated meshes is not expected to be the same across clients and should be used for visual effects, not for determining gameplay outcomes.
The following example takes several Static Meshes and explodes them randomly away from the epicenter. As written, it modifies only meshes that are children of the script object. When the player approaches the script at 3 meters or less then the function ExplodeChildren() is called, enabling the property isSimulatingDebrisPhysics
for all the children, in addition to an impulse vector.
local DISTANCE_TO_EXPLODE = 300
local EXPLOSION_FORCE = 450
local hasExploded = false
function ExplodeChildren()
local rng = RandomStream.New()
local epicenter = script:GetWorldPosition()
for _, child in ipairs(script:GetChildren()) do
-- Enable client physics
child.isSimulatingDebrisPhysics = true
-- Impulse vector
local direction = (child:GetWorldPosition() - epicenter):GetNormalized()
child:SetVelocity((rng:GetVector3() + direction * 2) * EXPLOSION_FORCE)
end
end
function Tick()
-- Call the explosion function only once
if hasExploded then return end
-- Detect if the local player has gotten close to the objects
local player = Game.GetLocalPlayer()
local distance = (player:GetWorldPosition() - script:GetWorldPosition()).size
if distance < DISTANCE_TO_EXPLODE then
hasExploded = true
ExplodeChildren()
end
end
See also: RandomStream.New | CoreObject.GetWorldPosition | Game.GetLocalPlayer | Player.GetWorldPosition | Vector3.GetNormalized | CoreLua.Tick