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Class Material

Represents a material on a mesh.

Hierarchy

Implements

Index

Constructors

constructor

Accessors

alphaCutoff

  • get alphaCutoff(): number
  • set alphaCutoff(value: number): void

alphaMode

animationData

color

  • get color(): Color4
  • set color(value: Color4): void

created

  • get created(): Promise<void>

emissiveColor

  • get emissiveColor(): Color3
  • set emissiveColor(value: Color3): void

emissiveTexture

  • get emissiveTexture(): Texture
  • set emissiveTexture(value: Texture): void

emissiveTextureId

  • get emissiveTextureId(): Guid
  • set emissiveTextureId(value: Guid): void

emissiveTextureOffset

  • get emissiveTextureOffset(): Vector2
  • set emissiveTextureOffset(value: Vector2): void

emissiveTextureScale

  • get emissiveTextureScale(): Vector2
  • set emissiveTextureScale(value: Vector2): void

id

  • The unique id of this asset. Use this to reference this asset in actors, etc.

    inheritdoc

    Returns Guid

mainTexture

mainTextureId

  • get mainTextureId(): Guid
  • set mainTextureId(value: Guid): void

mainTextureOffset

  • get mainTextureOffset(): Vector2
  • set mainTextureOffset(value: Vector2): void

mainTextureScale

  • get mainTextureScale(): Vector2
  • set mainTextureScale(value: Vector2): void

material

mesh

  • Only populated when this asset is a mesh. An asset will have only one of these types specified.

    inheritdoc

    Returns Mesh

name

  • get name(): string
  • A human-readable string identifying the asset. Not required to be unique, but can be referenced by name if it is.

    inheritdoc

    Returns string

prefab

sound

source

texture

Methods

copy