Lens Studio v2.3+
Inherits from MaterialMeshVisual
Resets all blend shape weights on the component.
getBlendShapeWeight(String name) :
Returns the weight of the blend shape with the matching name.
hasBlendShapeWeight(String name) :
Returns whether this component has a weight for the blend shape with matching name.
setBlendShapeWeight(String name, Number weight) :
Sets the weight of the blend shape with the matching name.
setSkin(Skin skin) :
Sets the Skin to use for rendering this mesh.
unsetBlendShapeWeight(String name) :
Clears the blend shape with the matching name.
If enabled, normal directions are also blended by blend shapes.
If enabled, blend shapes will affect the component.
The RenderMesh asset to render.
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.
Returns the name of this object’s type.
isOfType(String type) :
Returns true if the object matches or derives from the passed in type.
isSame(ScriptObject other) :
Returns true if this object is the same as
other. Useful for checking if two references point to the same thing.
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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