Up to date
This page is up to date for Godot 4.0
. If you still find outdated information, please open an issue.
BoxMesh
Inherits: PrimitiveMesh < Mesh < Resource < RefCounted < Object
Generate an axis-aligned box PrimitiveMesh.
Description
Generate an axis-aligned box PrimitiveMesh.
The box’s UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material’s UV property to Vector3(3, 2, 1)
. This is equivalent to adding UV *= vec2(3.0, 2.0)
in a vertex shader.
Note: When using a large textured BoxMesh (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase subdivide_depth, subdivide_height and subdivide_width until you no longer notice UV jittering.
Properties
| ||
| ||
| ||
|
Property Descriptions
Vector3 size = Vector3(1, 1, 1)
The box’s width, height and depth.
int subdivide_depth = 0
Number of extra edge loops inserted along the Z axis.
int subdivide_height = 0
Number of extra edge loops inserted along the Y axis.
int subdivide_width = 0
Number of extra edge loops inserted along the X axis.