The Visual component is the pillar of the rendering pipeline.
It defines a geometry and its corresponding material.
On (default)
Off
On (default)
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On (default)
Off
Groups are used to differentiate visuals during the rendering process.
A typical usage is when you have multiple cameras in the scene, and you want to define which groups are seen by which camera.
To create a Visual group, click on the Create Button in the Assets View and select Visual Group.
Centered Quad
Quad
Static Mesh: Represents a static mesh. You rarely need to set this manually, see Adding a Model to a Scene.
Skinned Mesh: Represents an animated, skinned mesh. You rarely need to set this manually, see Adding a Model to a Scene.
Billboard: See Billboard
Sprite Geometry: Renders a geometry based on a Sprite. This is ideal if you need 2D sprites in the 3D world, for example in an AR-like UI.
Dynamic Geometry: Useful for procedural mesh generation at run-time. It is completely transient and not saved anywhere.