Component · render
MeshRenderer
Draws geometry at the entity's interpolated world transform.
Fields
shape
MeshShapeProcedural shape, drawn when
model is empty.default "box"shown when model is
One ofboxspherecapsuleplane
size
vec3Shape size: box extents, sphere/capsule diameter in x and capsule height in y, plane extents in x and z.
default [1,1,1]m≥ 0.0001shown when model is
model
option<asset>Imported model (
@path#id of a glTF/FBX source). Its meshes are drawn instead of the shape; skinned meshes follow this entity's Animator.default null
node
option<string>Source node name or numeric glTF index.
name:3 selects a numeric name. The drawable subtree retains source rotation/scale and restores its pivot to the entity origin. Absent selects the complete default scene.default nullshown when model is
primitive
option<u32>Zero-based primitive within the selected subtree (or whole model).
default nullshown when model is
materialOverrides
list<PrimitiveMaterialOverride>Native material assets by subtree-local primitive slot; omitted slots use the model.
default []
color
colorLinear base color multiplier and opacity.
default [1,1,1,1]
roughness
f32Perceptual roughness.
default 0.60 – 1
metallic
f32Metalness.
default 00 – 1
emissive
vec3Default procedural radiance, or an RGB emission multiplier with a model/material asset. Models treat zero RGB as neutral; use
emissiveEnabled to switch them off.default [0,0,0]
emissiveEnabled
boolEnables emission without modifying the source model or its materials.
default true
emissiveStrength
f32Emission multiplier, applied once after the source or overridden factor.
default 1≥ 0
emissiveFactor
option<vec3>Optional linear RGB replacement for the source emissive factor, useful for lamps.
default null≥ 0
emissiveMaterials
list<string>Source material names or numeric indices affected by
emissiveFactor. Empty targets all; name:3 disambiguates a numeric material name.default []
Usage
Every edit is an undoable command: from the CLI as below, or the same JSON from an agent over MCP. See component.add and property.set.
Add it
ara do component.add -p entity=name:Crate -p component=MeshRenderer --why "Add MeshRenderer"Set a field
ara do property.set -p entity=name:Crate -p path=MeshRenderer.shape -p value="box" --why "Tune MeshRenderer"In a scene document
{
"MeshRenderer": {
"shape": "box"
}
}From C#
/// <summary>Brighten a model lamp without replacing its material.</summary>
public static void UseMeshRenderer(Entity entity, in Tick tick)
{
ref var component = ref World.Get<MeshRenderer>(entity);
component.EmissiveStrength = 2f;
}From C#
Scripts read and write it with Get<MeshRenderer>(); see the MeshRenderer struct.