Lens Studio v2.2+
Inherits from PostEffectVisual
Writes video feed depth information to the depth buffer, which automatically sets up depth occlusion for 3D visuals. Only works in some cases, such as in Lenses for Spectacles 3. See the Lenses for Spectacles guide for more information.
addMaterial(Material material) :
Adds a Material to use for rendering.
Clears all Materials.
getMaterial(Number index) :
Returns the Material at index
Returns the number of Materials used for rendering.
snap(Camera camera) :
Projects screen positions from
camera’s view onto the mesh’s UVs. If the MeshVisual’s material uses the same texture as the camera input, the MeshVisual will look identical to the part of the screen it covers.
Returns the order of this Visual in the render queue.
setRenderOrder(Number value) :
Sets the order of this Visual in the render queue.
Destroys the component.
Returns the SceneObject the component is attached to.
Returns the Transform this component is attached to.
isSame(SerializableWithUID other) :
Returns true if this object is the same as
other. Useful for checking if two references point to the same thing.
Returns the name of this object’s type.
isOfType(String type) :
Returns true if the object matches or derives from the passed in type.
Returns the first Material.
mainPass of the
When a ScreenTransform is present on this SceneObject, and
extentsTarget is a child of this SceneObject,
extentsTarget will be repositioned to match the exact area this MeshVisual is being rendered. Very useful for Image and Text components.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on
None = 0, Caster = 1, Receiver = 2
Affects the color of shadows being cast by this MeshVisual. The color of the cast shadow is a mix between shadowColor and the material’s base texture color. The alpha value of shadowColor controls the mixing of these two colors, with 0 = shadowColor and 1 = shadowColor * textureColor.
Density of shadows cast by this MeshVisual.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform’s boundaries.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on
If disabled, the Component will stop enacting its behavior.
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