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
| Field | Type | Unit / range | What it does |
|---|---|---|---|
mesh | mesh | — | 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"). |
color | colour (r, g, b) | — | Tint, 0...1 per channel. Multiplies the model's own colors; white keeps them. |
casts_shadows | true / 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. |
glow | number | 0 … 100 | Light it gives off by itself in its color (0 none, 1 soft, 5+ blooms): lamps, screens, sparks, pickups. |
emission | number | 0 … 1 | How 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_tolerance | number | 0.25 … 8 | How 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_light | number | lm/m, 0 … 20000 | Its 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. |
wetness | number | 0 … 1 | How 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_through | number | 0 … 1 | How 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. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us