Triangulates 2D spline. Simple polygons only (no intersections). UVs are also generated, based on min/max point positions (imagine a bounding square with lower left point [0,0] and upper right point [1.1] being projected on spline's plane)
The mode for splitting a spline. 1) PartsTotal - use specified number parts for whole spline. 2) PartsPerSection - use specified number parts for each section (between 2 points) 3) UseMathData -use data, precalculated by Math component. Note, you can tweak some params at Math as well
The number of splits for TotalSections mode. The actual number of parts can be less than partsTotal due to optimization, but never more.
The number of splits for PartSections mode. The actual number of parts can be less than partsPerSection due to optimization, but never more.
Split straight lines. Straight lines are optimized by default and are not split, but you can override it with this parameter.
Update mesh every frame even if spline is not changed. This could be useful if UVs are animated.
Flips faces (normals)
Scale UV coordinates
Offset UV coordinates
Generate mesh for backside. This will double the amount of vertices and triangles.
Scale back UV coordinates
Offset back UV coordinates
This component supports handles in Scene View. Enable this flag to show handles. Handles are not interactive.
Adjust spheres scale. Each sphere represent one point of the generated mesh.
Set spheres color.
The number of first N points (spheres) to show. The number is restricted for performance reason.