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Polygon Streaming PlayCanvas Plugin
Polygon Streaming Settings
Name |
Description |
Default value |
Camera Type |
The viewer camera to be set, the system will calculate distances based on the selected camera. |
Player Camera |
Occlusion Culling |
Enable Dynamic Occlusion Culling. |
True |
Occlusion Culling Geometry |
Mesh: Use the mesh to check if it's occluded, Bounding Box: Use the bounding box of the mesh to check if it's occluded. |
Bounding Box |
Occlusion Query Frequency |
Value is in times per second. A value of 0 means will it run on every frame. |
8 |
Triangle Budget |
The maximum amount of triangles that you want to be in the scene at any single point. |
5000000 |
Mobile Triangle Budget |
The triangle budget used on a mobile device. If it is set to 0 it will use the non-mobile triangle budget. |
3000000 |
Distance Factor |
Preference for nearby objects over objects further away. Values above one mean a preference for nearby objects. Values below one mean a preference for objects further away. One is neutral. |
1.1 |
Distance Type |
Distance type from camera to the meshes bounding boxes. |
Bounding Box |
Maximum Quality |
Stops improving geometry that exceeds the maximum quality. This can be used to stop far away objects from showing more detail which can be wasteful. Leaving this at 0 means there is no maximum quality. |
15000 |
Close Up Distance |
The distance where it starts using close-up distance factor. Set it to 0 to not use close-up distance factor. |
3 |
Close Up Distance Factor |
The distance factor used when close-up to an object. Should be higher than the standard distance factor. |
5 |
Polygon Streaming Component
Name |
Description |
Default value |
Polygon Streaming URL |
Path of the streamable mode to be streamed into the project. |
./model.xrg |
Quality Priority |
How much to prioritize the quality of this model relative to the quality of other models in the scene. This parameter does nothing if this is the only model in the scene. |
1 |
Use Alpha |
Keep on if the model uses any alpha information or transparency. |
On |
Use MetalRoughness |
Keep at on if the model uses PBR materials. Off in case of unlit models. |
On |
Cast Shadows |
Keep on in case the model needs to cast shadow. |
On |
Cast Lightmap Shadows |
Keep on in case the model needs to cast lightmap shadows. |
On |
Receive Shadows |
Keep on in case the model needs to receive shadows. |
On |
Double Sided Materials |
Turn on in case the model needs double sided materials. |
Off |
Initial LOD |
Override the LOD that the model initially loads. |
-1 |
Environment Asset |
Use either a cubemap asset with a prefiltered image or the prefiltered image as a texture asset |
Empty |
Initial triangle percentage |
Percentage of triangle budget for initially load the model |
0.5 |
Layers |
What layers to render the model |
Empty |