Optionaltype: EnumValue<ParticleEmitterMeshType, number>OptionalisSequentiallyEmitted: booleanOptionalmesh: Mesh | ResourceHandle<Mesh>OptionalisInternalConstructor: booleanMesh to spawn particles on. Must at least contain per-vertex position data encoded as 3D float vectors. Can optionally contain per-vertex normals encoded as 3D float vectors or as 4-byte unsigned-normalized format.
Mesh to spawn particles on. Must at least contain per-vertex position data encoded as 3D float vectors. Can optionally contain per-vertex normals encoded as 3D float vectors or as 4-byte unsigned-normalized format.
Mesh to spawn particles on. Must at least contain per-vertex position data encoded as 3D float vectors. Can optionally contain per-vertex normals encoded as 3D float vectors or as 4-byte unsigned-normalized format.
Determines from which portion of the mesh are the particles emitted from.
Marks the object as dirty.
Flags specifying what kind of member was changed.
Allows modifying this object multiple times in a row in a scope, without marking the object dirty immediately. Dirty flags are accumulated and the object is marked dirty at the end.
The scope where the object is modified.
Information describing a ParticleEmitterStaticMeshShape.