build Constructors 1

data_object Properties 22

AttenuationAngle
float
Attenuation angle controls how much the decal fades at an angle. At 0 it does not fade at all. Up to 1 it fades the most.
ColorMix
ParticleFloat
Controls the opacity of the decal's color texture without reducing the impact of the normal or rmo texture. Set to 0 to create a normal/rmo only decal masked by the color textures alpha.
ColorTexture
obsoleteTexture
ColorTint
ParticleGradient
Tints the color of the decal's albedo and can be used to adjust the overall opacity of the decal.
ComponentVersion
int
CoverageAmount
ParticleFloat
Adjusts the opacity mask based on the height map. At 1 decal is fully visible, and at 0 it goes invisible. This setting requires a valid height map on your decals.
CoverageRange
float
Controls the smoothness of height coverage. No fade at 0, maximum fade at 0.5.
Decals
List`1
Depth
float
The depth of the decal in world units. This is how far the decal extends into the surface it is projected onto.
LifeTime
ParticleFloat
How long should this decal live for?
Looped
bool
If true then the decal will repeat itself forever
NormalTexture
obsoleteTexture
Parallax
ParticleFloat
Parallax depth strength of the decal
RMOTexture
obsoleteTexture
Rotation
ParticleFloat
Rotation angle of the decal in degrees
Scale
ParticleFloat
Scale the width and height by this value
SequenceId
UInt32
Which sequence to use
SheetSequence
bool
Size
Vector2
A 2D size of the decal in world units.
SortLayer
UInt32
Determines the order the decal gets rendered in, the higher the layer the more priority it has. Decals on the same layer get automatically sorted by their GameObject ID.
Transient
bool
If true then this decal will automatically get removed when maxdecals are exceeded. This is good for things like bullect impacts, where you want to keep them around for as long as possible but also don't want to have an unlimited amount of them hanging around. Note that while the component will be destroyed, you probably want a TemporaryEffect component on the GameObject to make sure it all gets fully deleted.
WorldBounds
BBox
Get the world bounds of this decal

functions Static Methods 2

Inheritance

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