Component Attributes
These component attributes apply to the standalone plugin and the one used in HTML scripting.
If using these components in code the attribute name would be a camel case version of the attributes below unless specified in brackets.
Stream Controller
Camera Required
This is the camera used in the scene. This attribute is required.
None
Camera Type
Non-player camera ('nonPlayer'): A camera that is not attached to a player e.g. a camera that orbits an object. Player camera ('player'): A camera that is attached to a player
Non-player camera
Occlusion Culling
Whether to enable occlusion culling. When occlusion culling is enabled objects that are hidden by other objects will not be rendered. It depends on the model whether this setting will improve performance.
False
Occlusion Geometry
Bounding Box: Use the bounding box of each mesh to check if it's occluded. This is less accurate but faster. Mesh: Use the mesh to check if it's occluded. This is more accurate but slower.
Bounding Box
Occlusion Query Frequency
How many times per second to check for occlusion. A lower number will improve performance but geometry will take longer to reappear.
8 times/second
Triangle Budget
The maximum amount of triangles that you want to be in the scene.
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
Minimum Distance
The smallest possible distance to the camera.
0.01
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
Maximum Quality
Stops improving geometry that exceeds the maximum quality. This can be used to stop far away objects from showing more detail than is necessary. Setting it to 0 means there is no maximum quality.
15000
Close Up Distance Factor
The distance factor used when close-up to an object. Should be higher than the standard distance factor.
5
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
iOS Memory Limit
The maximum amount of memory in MB that meshes and textures can consume on iOS devices to avoid the page crashing. Use -1 for no limit or 0 to let Polygon Streaming determine a device specific limit.
0
Streamable Model
Model URL (path) Required
The URL of the XRG file. This attribute is required.
None
Quality Priority
How much to prioritize the quality of this model relative to the quality of other models in the scene. It is a ratio.
1
Initial Triangle Percent
Percentage of triangle budget to initialize the model with. It should be a number between 0 and 1
0.1
Cast Shadows
Whether the model should cast shadows.
True
Receive Shadows
Whether the model should receive shadows.
True
Force Double Sided
Render the model double sided regardless of the setting in the model file.
False
Use Alpha
Whether to render semi-transparency in materials.
True
Use Embedded Collider
Determines whether the embedded collider should be used in physics.
True
Play Animation Automatically
Whether to play the embedded animation automatically
True
Animation To Play
The name or index of the embedded animation to play if an animation state graph is not provided. An index value of 0 is the first animation. If no value is supplied it will play the first animation.
None
Animation State Graph
Create an Anim State Graph in the Playcanvas editor and drag it onto this attribute. If no asset is provided a default state graph will be created.
None
Animation States (animationStateMappings)
Assigns animations to states in the animation state graph. Nested attributes include: state: the state in the state graph animation: The embedded animation name or index. layer: The layer in the state graph. If left blank will use the base layer.
None
Environment Asset
Use a cubemap asset if you want to provide an environment map otherwise it will use the scene's environment map.
None
Hash Code
Hash code to validate streaming model.
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