BoxMesh (original) (raw)
Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
Inherits: PrimitiveMesh < Mesh < Resource < RefCounted < Object
Generate an axis-aligned box PrimitiveMesh.
Description
Generate an axis-aligned box PrimitiveMesh.
The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to Vector3(3, 2, 1)
. This is equivalent to adding UV *= vec2(3.0, 2.0)
in a vertex shader.
Note: When using a large textured BoxMesh (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase subdivide_depth, subdivide_height and subdivide_width until you no longer notice UV jittering.
Properties
Vector3 | size | Vector3(1, 1, 1) |
---|---|---|
int | subdivide_depth | 0 |
int | subdivide_height | 0 |
int | subdivide_width | 0 |
Property Descriptions
Vector3 size = Vector3(1, 1, 1)
🔗
The box's width, height and depth.
Number of extra edge loops inserted along the Z axis.
Number of extra edge loops inserted along the Y axis.
Number of extra edge loops inserted along the X axis.