UseAvatarSpecificSubmeshMask
Bool = false Selects which of two visible-submesh masks the unit provides is used as unitVisible
above. It changes nothing else. What distinguishes the two masks is not yet identified.
A mesh primitive that draws the unit the effect is attached to.
Which mesh. When mMesh names a mesh that loads, that mesh is drawn. Otherwise, which
is how most shipped attached meshes use it, the particle draws the unit's own skinned mesh:
every skin instance the unit currently shows, posed with the unit's current bone
transforms.
The overlay therefore follows the unit's animation exactly, and is shaded with the
emitter's texture, color and blend mode instead of the unit's own material. Each particle
draws one more copy, so several particles stack several overlays.
Placement. mMesh.mLockMeshToAttachment decides what places the mesh:
1 - combined with the emitter's transform and scaled by the
particle's scale. The particle's own position and rotation are ignored, so the overlay
stays on the unit wherever the particle moves. With no attachment, every particle's mesh
collapses onto the emitter's origin and keeps only its scale.Shipped data sets it on most attached meshes and never authors it as false.
Submeshes. The unit's own visibility decides what can show:
drawn = mSubmeshesToDrawAlways | (unitVisible & mSubmeshesToDraw)
mSubmeshesToDraw can only narrow what the unit currently shows, and an empty list keeps
all of it. mSubmeshesToDrawAlways is added after the unit's mask, so it shows a submesh
even while the unit hides it.
Bool = false Selects which of two visible-submesh masks the unit provides is used as unitVisible
above. It changes nothing else. What distinguishes the two masks is not yet identified.