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Add more information on Usage and the fields available |
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The RenderTransformOverride component is used to scale, transform or rotate a [[SkinnedMeshRenderer (Component) | SkinnedMeshRenderer]] | The RenderTransformOverride component is used to scale, transform or rotate a [[Slot]] following a specific rendering context. A [[SkinnedMeshRenderer (Component) |SkinnedMeshRenderer]] can also be overridden but will need to be added onto the SkinnedMeshRenderers list for it to be recalculated correctly. | ||
It can be used, for instance, to scale a player's head to zero locally to effectively hide it from the user's view while it still being visible in mirrors, cameras and by other players. | It can be used, for instance, to scale a player's head to zero locally to effectively hide it from the user's view while it still being visible in mirrors, cameras and by other players. | ||
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|Context|RenderingContext| | |Context|RenderingContext|The Context when rendering from to apply this override.|PositionOverride|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float3|Float3]]>'''|TypeAdv1=true|If not null, will override the position of the slot this component is on.|RotationOverride|'''[[Type:Nullable`1|Nullable`1]]<[[Type:FloatQ|FloatQ]]>'''|TypeAdv2=true|If not null, will override the rotation of the slot this component is on.|ScaleOverride|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float3|Float3]]>'''|TypeAdv3=true|If not null, will override the scale of the slot this component is on.|SkinnedMeshRenderers|{{RootFieldType|SyncRefList`1|[[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]}}|TypeAdv4=true|List of SkinnedMeshRenderers that need to be recalculated and overridden.}} | ||
|PositionOverride|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float3|Float3]]>'''|TypeAdv1=true| | |||
|RotationOverride|'''[[Type:Nullable`1|Nullable`1]]<[[Type:FloatQ|FloatQ]]>'''|TypeAdv2=true| | |||
|ScaleOverride|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float3|Float3]]>'''|TypeAdv3=true| | |||
|SkinnedMeshRenderers|{{RootFieldType|SyncRefList`1|[[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]}}|TypeAdv4=true| | |||
}} | |||
[[Category:Components:Rendering{{#translation:}}|Render Transform Override]] | [[Category:Components:Rendering{{#translation:}}|Render Transform Override]] | ||
[[Category:Components{{#translation:}}|Render Transform Override]] | [[Category:Components{{#translation:}}|Render Transform Override]] | ||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] |
Revision as of 06:04, 21 April 2024
The RenderTransformOverride component is used to scale, transform or rotate a Slot following a specific rendering context. A SkinnedMeshRenderer can also be overridden but will need to be added onto the SkinnedMeshRenderers list for it to be recalculated correctly.
It can be used, for instance, to scale a player's head to zero locally to effectively hide it from the user's view while it still being visible in mirrors, cameras and by other players.
It is suspected that this component is currently the cause of multiple crashes[1], though it was improved in Beta 2024.1.12.1336. Until those crashes are solved, it is recommended to use the AvatarRenderSettings component for avatar operations.
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. |
Context
|
RenderingContext | The Context when rendering from to apply this override. |
PositionOverride
|
Nullable`1<Float3> | If not null, will override the position of the slot this component is on. |
RotationOverride
|
Nullable`1<FloatQ> | If not null, will override the rotation of the slot this component is on. |
ScaleOverride
|
Nullable`1<Float3> | If not null, will override the scale of the slot this component is on. |
SkinnedMeshRenderers
|
list of SkinnedMeshRenderer | List of SkinnedMeshRenderers that need to be recalculated and overridden. |