MeshPart is a form of part, including physically simulated custom mesh. The mesh, which is created by other 3D modeling softwares and uploaded to the Reworld editor, will be converted to the internal format that the game engine can read.
Unlike other mesh classes such as SpecialMesh, the MeshPart itself is a part rather than the child of a part. The format of the MeshPart in the Reworld cannot be exported, but you can download MeshParts from the server. You can also view these MeshParts in the editor.
For the imported mesh file, the number of vertexes must be 3000 or less, and the file size cannot be more than 1Mb. The mesh size must be 100*100 or less. The Reworld editor supports uploading obj and fbx files.
Mesh ID. When it is given a value by a script, a prefix rwid:// should be added, for example: " rwid://T1hRdTBybT1RCxfErK".
Texture ID. When it is given a value by a script, a prefix rwid:// should be added, for example: " rwid://T23tdTB4bT1RCvBVdK".
The object-type name. Read only.
The custom name of this object.
The parent of this object.
Click to open the detailed color adjustment panel.
The material of the part. Each material has its own physical properties.
The transparency of the part.
The section without texture will display the transparency of the material. AlphaCutoff is the transparency of the basic material texture.
Whether to use the original part color.
Display the position of an object (global position and relative position).
Displays the global orientation of an object.
The size of an object.
"Lock" can make an object unselectable in the editing window, but selectable in the manager.
"Anchor" can remove effects of physics laws on an object.
Whether an object can collide with other objects with the laws of physics.
Current rotation velocity, measured in radians per second. Rotation velocity of the anchored object can be synchronized to the parts or characters that connected to it.
Current velocity, measured in meters per second. Velocity of the anchored object can be synchronized to the parts or characters that connected to it.
You can define physical properties of the part.
Friction coefficient. When two objects come into contact, the smaller friction coefficient will be adopted.
Friction Weight, taking effect only when an avatar touches other objects. The higher a friction weight, the greater the influence that the friction coefficient will be affected on the final friction coefficient.
Whether to enable gravity.
Enable to trigger collision events.
Mass, read only.
A special function, creating an instance of the specified class.
Deletes all child objects.
Clones an object to create a copy.
Returns the object's first parent node with the same name.
Returns the object's first parent node of the same class.
Returns the object's first child object with the same name. If the second parameter is true, it will search through descendants of all hierarchies.
Returns the object's first child object of the same type. If the second parameter is true, it will search through descendants of all hierarchies.
Seeks all its child objects and returns as a list.
Recursively seeks all its descendants and returns as a list.
Judges whether it is the class the same as the given object class or not.
Judges whether itself is the ancestor of the target object or not.
Judges whether itself is the descendant of the target object or not.
Seeks its own child object.
Retrieves the name of its own material. Temporarily cannot be used for the terrain.
Seeks its own child object by a given name.
Judges whether the target object is the same as itself or not.
Creates a constraint of the specified type between itself and the target object.
Returns a list of all physical constraints on the object.
Deletes all physical constraints on the object.
Retrieves all part objects connected with itself by constraints and returns as a list.
Retrieves its own mass.
Returns whether itself is involved in the collision.
Unites multiple parts.
Performs the negate part operation to the object of Parameter2, and unites it with the object of Parameter1.
Triggered when a child object is added.
Deletes all child objects.
Triggered when a descendant is added.
Triggered when a descendant is removed.
Triggered when the ancestry is changed.
Triggered when the object starts a collision.
Triggered when the object ends a collision.
Triggered when the object starts a contact.
Triggered when the object ends a contact.
Triggered when the constraint is deleted or bears a break force.