Visual

The Visual component is the pillar of the rendering pipeline.

It defines a geometry and its corresponding material.

Visual Properties

Cast Shadows

  • On (default)

  • Off

Receive Shadows

  • On (default)

  • Off

Receive Fog

  • On (default)

  • Off

Group

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 create_button in the Assets View and select Visual Group.

Geometry

  • 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.

Material

See Material