Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Inherited By: QuadMesh
Class representing a planar PrimitiveMesh.
Class representing a planar PrimitiveMesh. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, change orientation to FACE_Z.
Note: When using a large textured PlaneMesh (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase subdivide_depth and subdivide_width until you no longer notice UV jittering.
Orientation FACE_X =
PlaneMesh will face the positive X-axis.
Orientation FACE_Y =
PlaneMesh will face the positive Y-axis. This matches the behavior of the PlaneMesh in Godot 3.x.
Orientation FACE_Z =
PlaneMesh will face the positive Z-axis. This matches the behavior of the QuadMesh in Godot 3.x.
Vector3 center_offset =
Vector3(0, 0, 0)
Offset of the generated plane. Useful for particles.
Orientation orientation =
Direction that the PlaneMesh is facing. See Orientation for options.
Vector2 size =
Size of the generated plane.
int subdivide_depth =
Number of subdivision along the Z axis.
int subdivide_width =
Number of subdivision along the X axis.