Protected
constructorDensity of each clump, higher number would result in "messier" looking hair.
Offset amount of hair roots.
Offset amount of hair tips.
List of all colliders assigned to the hair simulation of the current hair visual.
Determines if collision is enabled for hair.
Determines amount of friction for collision between hair strands.
Determines how much position offset collision will cause.
Determines how stiff the collision is.
Higher value of damp will cause hair to have less free movement.
Amount of density created to thicken hair.
If disabled, the Component will stop enacting its behavior.
When a ScreenTransform is present on this SceneObject,
and extentsTarget
is a child of this SceneObject, extentsTarget
will be repositioned to match the exact
area this MeshVisual is being rendered. Very useful for Image and Text components.
This enables fallback mode which turns off physics simulations; it is recommended to enable fallback mode on lower-end devices. It will be enabled automatically if device doesn't support hair simulation feature.
Amount of friction for hair strands.
Gravity force that gets added for hair's physics simulation.
Material used by this simulation to render hair.
Determines the amount of vertices on each strand. 0
means using original number of the strands. 1
is the smallest resolution for hair. Keep in mind when you change this property, the hair geometry will be regenerated.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on stretchMode
.
None = 0, Caster = 1, Receiver = 2
Offset of hair density.
This function gets called when the hair visual is initialized in the Lens.
Readonly
sceneThe scene object this component is on.
If enabled, hair strands will collide with themselves.
Friction of collisions between hair strands.
Radius limit of collisions between hair strands.
Determines how stiff collision between hair strands are.
Affects the color of shadows being cast by this MeshVisual. The color of the cast shadow is a mix between shadowColor and the material's base texture color. The alpha value of shadowColor controls the mixing of these two colors, with 0 = shadowColor and 1 = shadowColor * textureColor.
Density of shadows cast by this MeshVisual.
Higher value of stiffness will make hair move less.
The taper size of each hair towards the tip.
The Width of each hair strand.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform's boundaries.
Readonly
uniqueWhen a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on stretchMode
.
If checked will add wind force to hair simulation.
Amount of wind force added to hair simulation.
Removes all hair colliders from the hair simulation.
Destroys the component.
Returns the order of this Visual in the render queue.
Returns the SceneObject the component is attached to.
Returns the Transform this component is attached to.
Returns the name of this object's type.
Returns true
if hair simulation is supported by the device.
Returns true
if the hair resources are initialized.
Returns true if the object matches or derives from the passed in type.
Returns true if this object is the same as other
. Useful for checking if two references point to the same thing.
Range maximum of the local-space axis-aligned bounding box (AABB) of the visual.
Range minimum of the local-space axis-aligned bounding box (AABB) of the visual.
Removes a collider from the simulation by index and returns it.
Resets the simulation. May be called if the object with the hair simulation is toggled between enabled and disabled.
Sets the order of this Visual in the render queue.
Projects screen positions from camera
's view onto the mesh's UVs.
If the MeshVisual's material uses the same texture as the camera input, the MeshVisual will look identical to the part of the screen it covers.
Range maximum of the world-space axis-aligned bounding box (AABB) of the visual.
Range minimum of the world-space axis-aligned bounding box (AABB) of the visual.
Used to simulate and render hairstyles with realistic lighting and physics.
See
Example