class HighlightOutline
This component should be added to stuff you want to be outlined. You will also need to add the Highlight component to the camera you want to render the outlines.
public Material Material { get; set; }
If defined, the glow will use this material rather than a generated one.
public Color Color { get; set; }
The colour of the glow outline
public Color ObscuredColor { get; set; }
The colour of the glow when the mesh is obscured by something closer.
public Color InsideColor { get; set; }
Color of the inside of the glow
public Color InsideObscuredColor { get; set; }
Color of the inside of the glow when the mesh is obscured by something closer.
public float Width { get; set; }
The width of the line of the glow
public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )
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public Guid Id { get; }
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public Transform LocalTransform { get; set; }
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public Vector3 LocalPosition { get; set; }
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public Rotation LocalRotation { get; set; }
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public Vector3 LocalScale { get; set; }
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public GameObject.NetworkAccessor Network { get; }
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public bool IsProxy { get; }
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public IEnumerable<T> GetComponents( bool includeDisabled = False )
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public void Deserialize( JsonObject node )
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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )
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public int ComponentVersion { get; }
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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 JsonNode Serialize( GameObject.SerializeOptions options = null )
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public void DeserializeImmediately( JsonObject node )
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public HighlightOutline( )
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public T AddComponent( bool startEnabled = True )
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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 Action OnComponentStart { get; set; }
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public Action OnComponentUpdate { get; set; }
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public T GetComponent( bool includeDisabled = False )
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public Action OnComponentFixedUpdate { 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 void Invoke( float secondsDelay, Action action, CancellationToken ct = null )
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public DebugOverlaySystem DebugOverlay { get; }
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public ComponentFlags Flags { get; set; }
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public int GetHashCode( )
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public Action OnComponentDisabled { get; set; }
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public T GetOrAddComponent( bool startEnabled = True )
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