class ModelRenderer

in global :: Sandbox

Renders a model in the world


public GameObject GetAttachmentObject( string name )

Get the GameObject of a specific attachment.

public GameObject GetAttachmentObject( ModelAttachments.Attachment attachment )

Get the GameObject of a specific attachment.

public void SetBodyGroup( string name, int value )

Set body group value by name

public void SetBodyGroup( int part, int value )

Set body group value by index

public int GetBodyGroup( string name )

Get body group value by name

public int GetBodyGroup( int part )

Get body group value by index

public void CopyFrom( Renderer other )

Copy everything from another renderer

public Guid Id { get; }

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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )

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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )

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public Transform LocalTransform { get; set; }

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public T GetComponent( bool includeDisabled = False )

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public T GetOrAddComponent( bool startEnabled = True )

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public T AddComponent( bool startEnabled = True )

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public ComponentFlags Flags { get; set; }

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public DebugOverlaySystem DebugOverlay { get; }

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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )

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public ITagSet Tags { get; }

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public IEnumerable<T> GetComponents( bool includeDisabled = False )

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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )

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public void Reset( )

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public Vector3 LocalScale { get; set; }

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public bool Equals( object obj )

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public string ToString( )

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public Type GetType( )

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public Vector3 WorldScale { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldPosition { get; set; }

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public Vector3 LocalPosition { get; set; }

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public Transform WorldTransform { get; set; }

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public void DeserializeImmediately( JsonObject node )

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public void Deserialize( JsonObject node )

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public JsonNode Serialize( GameObject.SerializeOptions options = null )

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public bool IsProxy { get; }

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public GameObject.NetworkAccessor Network { get; }

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public void EditLog( string name, object source )

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public int ComponentVersion { get; }

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public Rotation LocalRotation { get; set; }

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public ModelRenderer( )

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public Action OnComponentDisabled { get; set; }

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public GameObject GetBoneObject( BoneCollection.Bone bone )

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public BBox Bounds { get; }

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public BBox LocalBounds { get; }

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public Model Model { get; set; }

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public Color Tint { get; set; }

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public Material MaterialOverride { get; set; }

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public bool CreateAttachments { get; set; }

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public ulong BodyGroups { get; set; }

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public bool HasBodyGroups { get; }

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public string MaterialGroup { get; set; }

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public bool HasMaterialGroups { get; }

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public ModelRenderer.ShadowRenderType RenderType { get; set; }

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public SceneObject SceneObject { get; }

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public void ClearMaterialOverrides( )

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public void SetMaterialOverride( Material material, string target )

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public void SetMaterial( Material material, int triangle = -1 )

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public void Destroy( )

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public Action OnComponentDestroy { get; set; }

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public int GetHashCode( )

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public Action OnComponentFixedUpdate { get; set; }

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public Action OnComponentUpdate { get; set; }

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public Action OnComponentStart { get; set; }

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public Action OnComponentEnabled { get; set; }

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public void DestroyGameObject( )

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public bool IsValid { get; }

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public bool Enabled { get; set; }

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public ComponentList Components { get; }

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public GameObject GameObject { get; }

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public GameTransform Transform { get; }

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public Scene Scene { get; }

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public RenderOptions RenderOptions { get; set; }

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public bool Active { get; }

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public Material GetMaterial( int triangle = -1 )

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