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VIVERSE Documentation
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  • Publishing to VIVERSE
  • Polygon Streaming
  • Developer Tools
  • Introduction & Benefits
  • Supported Formats & Standards
  • Asset Preparation & Best Practices
  • Upload and Convert a 3D Asset
  • Avoiding Common Mistakes: Preview Mode vs. Play Mode
  • Convertor Release Notes
  • Integrations & Plugins
    • Polygon Streaming iFrame Integration
    • Polygon Streaming PlayCanvas SDK
      • Plugin Usage
        • Option 1: Browser Extension
          • Polygon Streaming Project Settings
          • Streamable Model Component
        • Option 2: Standalone Plugin
        • Option 3: HTML Scripting
        • Component Attributes
    • Polygon Streaming Unity SDK
      • Plugin Usage
      • Polygon Streaming Project Settings
      • Streaming Model Component
    • Polygon Streaming Unreal Engine SDK
      • Plugin Usage
      • Polygon Streaming Project Settings
      • Streaming Model Component
  • Polygon Streaming JavaScript SDK
    • Babylon.js
    • Three.js
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  • Stream Controller
  • Streamable Model

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  1. Integrations & Plugins
  2. Polygon Streaming PlayCanvas SDK
  3. Plugin Usage

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

Attribute
Description
Default Value

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

Attribute
Description
Default Value

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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Last updated 23 days ago

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