Visual

Updated 2 weeks ago

Visuals

Visuals targets different parts of the prefab. The top level transform which controls the scale, and the internal body which holds references to the materials. PlayerVisual inherits from Visual with extra fields.

Visuals:
  scale: Scale                      # See below
  levelSetups: List<LevelSetup>     # See below
  materials: List<Material>         # See below

Scale

x: float
y: float
z: float

LevelSetup

scale: float                  # Scale multiplier
hue: float                    # Only works with Custom/Creature shader
saturation: float             # Only works with Custom/Creature shader
value: float                  # Only works with Custom/Creature shader
setEmissiveColor: boolean
emissiveColor: string         # Hex code
enableObject: string          # Child Transform Name

Material

name: string                  # name of material, do not change or will not be able to target specific material
shader: string                
color: string                 # Hex code, does not work with Custom/Player shader
hue: float                    # Only works with Custom/Creature shader
saturation: float             # Only works with Custom/Creature shader
value: float                  # Only works with Custom/Creature shader
emissionColor: string         # Hex code
mainTexture: string           # Texture Name

PlayerVisual

PlayerVisual inherits from Visual with extra fields:

modelIndex: List<int>           # 0 = male, 1 = female
beards: List<string>            # Prefab IDs
hairs: List<string>             # Prefab IDs
hairColors: List<string>        # Hex codes
skinColors: List<string>        # Hex codes