Size of the cuboid mesh.
Number of extra edge loops inserted along the Z axis.
Number of extra edge loops inserted along the Y axis.
Number of extra edge loops inserted along the X axis.
Construct a new instance of CubeMesh. Note: use memnew!CubeMesh instead.
Generate an axis-aligned cuboid PrimitiveMesh.
The cube'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). Note: When using a large textured CubeMesh (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase subdivideDepth, subdivideHeight and subdivideWidth until you no longer notice UV jittering.