Component:MaterialApplyPolicy: Difference between revisions

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{{stub}}
(Currently written in Japanese. for native speaker: plz edit for translation from Ja later)
{{Infobox Component
{{Infobox Component
|Image=MaterialApplyPolicyComponent.png
|Image=MaterialApplyPolicyComponent.png
|Name=Material Apply Policy
|Name=Material Apply Policy
}}
}}
The '''MaterialApplyPolicy''' component allows for controlling the ability for the [[Material Tool]] to apply materials to the slot hierarchy's SkinnedMeshRenderer/MeshRenderer components.
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== Fields == <!--T:2-->
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== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|CanApply|Bool|
|CanApply|Bool|Setting this to false will prevent the [[Material Tool]] from applying materials to any SkinnedMeshRenderer/MeshRenderer components in the slot or child slots.
}}
}}
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== Usage == <!--T:3-->
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SkinnedMeshRenderer/MeshRendererと同じSlotについている場合、MaterialTipを使ってマテリアルを適用できる機構に制限をつけるやつです。 
== Usage ==
CanApplyを無効にするとMaterialTipを使用して適用できなくなります。
When this component is added to a [[Slot]] with a [[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]] or [[Component:MeshRenderer|MeshRenderer]] attached, it allows one to limit the effects of the [[Material Tool]].
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== Examples == <!--T:4-->
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<li>SkinnedMeshRenderer に入れてアバターのマテリアルを変更されないようにこのコンポーネントを追加し、CanApplyをfalseに設定。</li>
== Examples ==
<li>MeshRenderer に入れて小物のマテリアルについて特定の場所が明示的に変更できるようにCanApplyをtrueに設定。</li>
On an avatar, you can try adding this component to the root of the avatar, making sure the avatar has a [[Component:ObjectRoot]], and set <code>CanApply</code> to false. Doing this will ensure that the avatar's material cannot be changed by the Material Tool.
 
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Adding this component to the Slot of a MeshRender and setting <code>CanApply</code> to true can allow one to explicitly change the material in specific places on small objects.
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== Related Components == <!--T:5-->
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<li>[[MeshRenderer_(Component)|MeshRenderer]]</li>
== See Also ==
<li>[[SkinnedMeshRenderer_(Component)|SkinnedMeshRenderer]]</li>
* [[Components:MeshRenderer|MeshRenderer]]
* [[Components:SkinnedMeshRenderer|SkinnedMeshRenderer]]
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[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Material Apply Policy]]
[[Category:Components{{#translation:}}|Material Apply Policy]]
[[Category:Components:Assets:Tagging{{#translation:}}|Material Apply Policy]]
[[Category:Components:Assets:Tagging{{#translation:}}|Material Apply Policy]]

Latest revision as of 19:35, 22 December 2024

Component image 
Material Apply Policy component as seen in the Scene Inspector

The MaterialApplyPolicy component allows for controlling the ability for the Material Tool to apply materials to the slot hierarchy's SkinnedMeshRenderer/MeshRenderer components.

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled.
CanApply Bool Setting this to false will prevent the Material Tool from applying materials to any SkinnedMeshRenderer/MeshRenderer components in the slot or child slots.

Usage

When this component is added to a Slot with a SkinnedMeshRenderer or MeshRenderer attached, it allows one to limit the effects of the Material Tool.

Examples

On an avatar, you can try adding this component to the root of the avatar, making sure the avatar has a Component:ObjectRoot, and set CanApply to false. Doing this will ensure that the avatar's material cannot be changed by the Material Tool.

Adding this component to the Slot of a MeshRender and setting CanApply to true can allow one to explicitly change the material in specific places on small objects.

See Also