class Decal

in global :: Sandbox

The Decal component projects textures onto model's opaque or transparent surfaces. They inherit and modify the PBR properties of the surface they're projected on.


public Texture ColorTexture { get; set; }

The color map to use for the decal including transparency which masks the decal. This must be set for other textures to use the decal mask.

public Texture NormalTexture { get; set; }

The normal texture map to use for the decal.

public Texture RMOTexture { get; set; }

The Roughness/Metal/Ambient Occlusion texture map to use for the decal, stored in the respective RGB channels.

public Color32 ColorTint { get; set; }

Tints the color of the decal's albedo and can be used to adjust the overall opacity of the decal.

public float AttenuationAngle { get; set; }

Attenuation angle controls how much the decal fades at an angle. At 0 it does not fade at all. Up to 1 it fades the most.

public Vector3 Size { get; set; }

Sets the local size in units for the decal's projection. This is multiplied by the GameObject's world transform to get the final size.

public uint SortLayer { get; set; }

Determines the order the decal gets rendered in, the higher the layer the more priority it has. Decals on the same layer get automatically sorted by their GameObject ID.

public uint SequenceId { get; set; }

Which sequence to use

public Rotation LocalRotation { get; set; }

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public Vector3 LocalPosition { get; set; }

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public Transform LocalTransform { get; set; }

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public Guid Id { get; }

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public GameObject.NetworkAccessor Network { get; }

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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )

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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )

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public Vector3 LocalScale { get; set; }

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public IEnumerable<T> GetComponents( bool includeDisabled = False )

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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )

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public T GetOrAddComponent( bool startEnabled = True )

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public JsonNode Serialize( GameObject.SerializeOptions options = null )

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public void Deserialize( JsonObject node )

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public T GetComponent( bool includeDisabled = False )

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public Transform WorldTransform { get; set; }

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public Vector3 WorldPosition { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldScale { get; set; }

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public Type GetType( )

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public string ToString( )

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public bool Equals( object obj )

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public bool IsProxy { get; }

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public void DeserializeImmediately( JsonObject node )

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public Decal( )

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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )

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public bool SheetSequence { get; set; }

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public int ComponentVersion { get; }

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public Scene Scene { get; }

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public GameTransform Transform { get; }

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public GameObject GameObject { get; }

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public ComponentList Components { get; }

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public bool Enabled { get; set; }

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public bool Active { get; }

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public bool IsValid { get; }

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public Action OnComponentEnabled { get; set; }

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public T AddComponent( bool startEnabled = True )

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public Action OnComponentStart { get; set; }

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public Action OnComponentFixedUpdate { get; set; }

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public Action OnComponentDisabled { get; set; }

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public Action OnComponentDestroy { get; set; }

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public void Destroy( )

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public void DestroyGameObject( )

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public void Reset( )

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public void EditLog( string name, object source )

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public ITagSet Tags { get; }

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public int GetHashCode( )

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public DebugOverlaySystem DebugOverlay { get; }

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public Action OnComponentUpdate { get; set; }

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public ComponentFlags Flags { get; set; }

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