Node Base Object - anticto/Mutable-Documentation GitHub Wiki
Function
This node defines the root of the customizable object asset. It contains its basic properties and its relationship with descendant Customizable Objects. It also gathers some of the components that will form this object (together with the ones in child objects). It also defines states, allowing to prepare parameter modification and LOD related settings for different situations.
The root of the asset can be the root of the entire object, or it can be linked to another asset through the Attached to External Object property.
Node Properties
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Object Name: Name of this Customizable Object root.
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Attached to External Object: Parent object this object is linked to, if any. This consists of an Customizable Object asset reference, and an Object Node inside that asset. This can be used to create object hierarchies across Customizable Object assets.
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States (array): Array of states properties. Only available if the object is root (not attached to another object).
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Name (States array item): Name of this state. Used to refer to a state when changing states and when retrieving UI metadata.
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Runtime Parameters: Array of customizable object parameter names that are prepared for modification when this state is active. When this state is active, Mutable makes sure all resources are ready to modify the parameters listed in this array, so their modification is as fast as possible.
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Texture Compression Strategy: This is an optimization property that controls how to apply compression to textures when generating instances in this state:
- None: (default) Don't do anything special and keep the texture in its own format.
- Don't compress Runtime: The textures that are modified by any of the runtime parameters listen in this State will not be compressed. This allows for faster instance generation and slightly higher quality, but uses more memory. This is recommended for states used in character customization screens.
- Never compress: Make sure no texture is compressed when building instances in this state.
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Build Only First LOD: Build only LOD0 for this state. Optimization for states used only in a lobby and never in-game.
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State UI Metadata: Optional metadata associated to this state. It is available at gameplay and it can be used for any gameplay purpose like building procedural user interfaces .
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Parameter UI Metadata: Optional metadata associated to this base object. It is available at gameplay and it can be used for any gameplay purpose like building procedural user interfaces .
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Real Time Morph Targets: Control what morph targets in source meshes are kept in the generated instances for real-time use. See this section for details. This property is only available in the root object node.
Input Pins
Components: The components that form the object defined at this node. More components may be added in child object nodes.
Modifiers: Modifiers that are enabled when this object becomes part of the instance. Modifiers can change the meshes and textures of other objects from the instance. See this section for details.
Children: Connection to any number of child objects, directly as Child Object Nodes and/or trough a Object Group Node.
Groom: Experimental groom support.