DOMRenderableExtended
From Virtual World Web Wiki
Revision as of 16:35, 21 October 2016 by Spark5 (Talk | contribs) (Documentation for the DOMRenderableExtended class)
- Inherits class: DOMTransformExtended
- This is a JavaScript visible object
Remarks [edit]
Properties
- string AnimationName {get; set;} // Via attribution [[DOMRenderable]]
- Sets the name of an animation to play. This may be obsolete.
- string[] AnimatorAnimList {get; set;} // Via attribution [[DOMRenderable]]
- Obsolete. This stuff's on DOMAnimationController now.
- BlendShapeInfo[] AppliedBlendShapes {get; set;} // Via attribution [[DOMRenderable]]
- Yet more blendshape configuration...
- string[] BlendShapeNames {get; set;} // Via attribution [[DOMRenderable]]
- Blendshape configuration
- string[] BlendShapes {get; set;} // Via attribution [[DOMRenderable]]
- Blendshape configuration
- Point3D BoundsCenter {get; set;} // Via attribution [[DOMRenderable]]
- Specified the offset of this object's bounds
- bool CamPassable {get; set;} // Via attribution [[DOMRenderable]]
- True if the camera should be able to pass through this object
- bool CastShadows {get; set;} // Via attribution [[DOMRenderable]]
- True if this renderable game object should cast shadows
- Single InteractionDistance {get; set;} // Via attribution [[DOMRenderable]]
- The distance in units at which this object can be interacted with (Interactions fired, clicked, selected, etc)
- bool IsSkeleton {get; set;} // Via attribution [[DOMRenderable]]
- True if this object represents a skeleton (root of an animatable object)
- Single[] LODCutOffs {get; set;} // Via attribution [[DOMRenderable]]
- The distances in units at which the LODs apply
- bool LightProbes {get; set;} // Via attribution [[DOMRenderable]]
- True if light probes should affect this object's lighting
- ResourceValue LoadingEffect {get; set;} // Via attribution [[DOMRenderable]]
- The ResourceValue of an object to render in this object's place while resources specified in this object and its children are being prepared. It's best if this resource is small and downloads quickly and is shared by many objects so it can be cached. Even better is to ship your client with some kind of built-in loading resource and reference it here using the internal:// uri scheme.
- bool PhysicsEnabled {get; set;} // Via attribution [[DOMRenderable]]
- True if physics should be enabled for this object (it should have a RidgidBody)
- bool PivotReset {get; set;} // Via attribution [[DOMRenderable]]
- True if the pivot of the renderable object should be forced to zero
- bool ReceiveShadows {get; set;} // Via attribution [[DOMRenderable]]
- True if this renderable game object should receiveShadows
- string ResourceName {get; set;} // Via attribution [[DOMRenderable]]
- The name of the resource within the assetbundle if applicable
- ResourceValue ResourceUri {get; set;} // Via attribution [[DOMRenderable]]
- The ResourceValue of the renderable model. Generally a Unity3D assetbundle or an OBJ.
Methods
- ReturnType EnablePhysics(bool enabled)
- ReturnType SetClickable(bool clickable)