Plane
A flat quad lying in the XZ plane centered on the origin. The mesh is two-sided by default: we emit a full set of vertices/triangles for both the +Y face and the -Y face with correctly oriented normals, so lighting works from above and below without disabling face culling or requiring a doubleSided material.
Parameters
Material applied to both faces, or null while it is still loading.
World-space position of the pivot point.
World-space rotation. Use this to make a wall or a ceiling.
Per-axis scale.
Point in mesh space that rotation/scale revolve around. Defaults to the plane centre.
Size along the X axis in mesh space.
Size along the Z axis in mesh space.
When true (default) the mesh has both faces. Set false to omit the back side when you know nothing will ever look at it from below.
Whether this renderable is in the scene. False removes it from the scene (cheaply, keeping the entity alive) — a show/hide toggle without losing state.
Whether the plane casts shadows onto other renderables. On by default; set false for a pure ground/receiver plane to avoid it shadowing itself.
Whether the plane receives shadows cast by others. On by default.
Runs once when the plane enters the scene, with the renderable entity and engine in scope (EntityScope).