mesh_renderer

Draws a mesh: a built-in shape or an imported model.

In scene text

mesh_renderer { mesh "builtin:cube"  color (1, 0.8, 0.6)  casts_shadows true }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 9

FieldTypeUnit / rangeWhat it does
meshmesh—A built-in shape ("builtin:cube", "builtin:sphere", "builtin:cylinder", "builtin:capsule", "builtin:plane", "builtin:ring"; all sit on their base, scale = size in meters) or a model path inside the project's Assets folder ("Samples/Lantern.glb").
colorcolour (r, g, b)—Tint, 0...1 per channel. Multiplies the model's own colors; white keeps them.
casts_shadowstrue / false—Whether the object casts shadows. Off also leaves it out of the bounced-light probe grid's extent: use it for distant backdrops (a street outside a shop window, a skyline) so the grid stays dense where the play happens.
glownumber0 … 100Light it gives off by itself in its color (0 none, 1 soft, 5+ blooms): lamps, screens, sparks, pickups.
emissionnumber0 … 1How strongly the model's own glowing materials (filaments, lit letters, screens) shine: 1 as made, 0 dark (a bulb switched off). glow adds light on top of it.
lod_tolerancenumber0.25 … 8How much coarser a detail level it may draw than usual (x the frame's LOD error): 1 normal; 2-3 for background dressing (a street's parked cars), which then shows full detail only up close.
glow_lightnumberlm/m, 0 … 20000Its glowing parts (neon tubes, lit letters: the model's emissive materials) light the room: a tube light along each piece, this many lumens per metre (0: they only glow). A neon sign 300-1500 washes its wall in its colours.
wetnessnumber0 … 1How wet it is, 0 dry ... 1 soaked: darker and glossier; a character's skin gets a water film over its pores and its clothes darken (someone out of the water, soaked by a storm; rain already wets characters out in it). Scripts can raise it and let it dry.
see_throughnumber0 … 1How see-through it is drawn, 0 solid ... 1 gone: a builder's placement preview (with a glow and tint: a hologram of the piece), an x-ray outline, a prop fading out. Smooth on screen (dithered per sample, resolved over frames); casts no shadow while see-through.
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