Mesh |
The construct of mesh geometries.
Usually meshes are imported or generated procedurally. Can be edited in the Mesh Editor.

| Name | Description |
|---|---|
| Skeleton | The skeleton of the skinned mesh. |
| Cast Shadows | Whether to cast shadows on the other surfaces. |
| Visibility Distance Factor | The factor of maximum visibility distance. The maximum distance is calculated based on the size of the object on the screen. |
| LODScale | The distance multiplier when determining the level of detail. |
| LODScale Shadows | The distance multiplier when determining the level of detail for shadows. |
| Billboard | Whether to treat the mesh as a billboard. When drawing the mesh will turn to face the camera. |
| Billboard Position Offset | The billboard's translation offset from the pivot of the mesh. |
| Billboard Shadow Offset | Indent multiplier when rendering shadows to fix overlapping effect of the object with the shadow. |
| Editor Display Pivot | Whether the mesh pivot displayed in the editor. |
| Editor Display Bounds | Whether to display mesh bounds in the editor. |
| Editor Display Triangles | Whether to display mesh triangles in the editor. |
| Editor Display Vertices | Whether to display mesh vertices in the editor. |
| Editor Display Normals | Whether to display mesh normals in the editor. |
| Editor Display Tangents | Whether to display mesh tangents in the editor. |
| Editor Display Binormals | Whether to display mesh binormals in the editor. |
| Editor Display Vertex Color | Whether to display mesh vertex colors in the editor. |
| Editor Display UV | Whether to display mesh uv's in the editor. |
| Editor Display Proxy Mesh | Whether to display the proxy mesh of the virtualized mesh. |
| Editor Display LOD | Whether to display number of level of detail in the editor. |
| Editor Display Collision | Whether the mesh collision displayed in the editor. |
| Editor Display Skeleton | Whether to the mesh skeleton displayed in the editor. |
| Editor Play Animation | Specifies the animation name to play in the editor. |