Lens Studio v4.7+
Inherits from MaterialMeshVisual
Renders a given text with a 3D mesh.
Splits the Text3D into individual RenderMeshVisuals. This destroys the Text3D component and you can no longer edit its properties like text.
Starting from the Text3D’s local position control whether the meshes are extruded forwards, backwards, or both directions
How deep the text meshes should be relative to the line height. 0-1 portion of the basic height which will be used for mesh depth. Values > 1 are valid.
Font asset used.
Controls how text should be handled when it goes past the horizontal boundaries.
Modifies the spacing between letters. Set to 0 by default, which uses the font’s normal letter spacing. Negative values will remove space between letters, and positive values will add more space between letters.
Modifies the vertical spacing between lines, as a multiple of lines. 1 will be single spacing, 2 will be double spaced, and 0.5 would be half the normal line height.
Font size used.
If enabled, the rendered text will always scale to fit the boundaries.
Text string to be drawn.
Controls how text should be handled when it goes past the vertical boundaries.
Controls the area the text is aligned and wraps within when not using ScreenTransform
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.
Range maximum of the local-space axis-aligned bounding box (AABB) of the visual.
Range minimum of the local-space axis-aligned bounding box (AABB) of the visual.
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.
Range maximum of the world-space axis-aligned bounding box (AABB) of the visual.
Range minimum of the world-space axis-aligned bounding box (AABB) of the visual.
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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