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  1. Virtual Entities (VX)
  2. Special Virtual Objects
  3. Painting

Setup

PreviousPaintingNextSpray Painting

Last updated 1 year ago

Introduction

To enable the painting feature, you will need to mark your virtual objects as paintable. A virtual object can be made paintable by doing the following in authoring mode:

  1. Add a custom attribute named "Paintable" of type "bool". Make the value "True" if you want the object to be paintable. The object will no longer be paintable if you make this value "False".

  2. [Optional] Add a custom attribute named "Coverage" of type "float" to track how much of the object is painted. The value starts at 0.00 and goes up to 100.00

With that, you've made your virtual object paintable!

Requirements

To make sure your virtual object is fully paintable without any issues, there are some conditions to be met. The individual(s) in charge of creating and uploading the assets should make sure the requirements are met:

  • When the object is uploaded, read/write must be enabled on the mesh

  • The mesh must be a singular mesh (Mesh or skinned mesh)

  • The mesh should be stitched correctly

  • The mesh should be properly UV wrapped

Potential Issues and Considerations

Not all virtual objects are made the same. You may find some objects do not paint correctly or at all. Such issues may be caused by any of the following:

  • The object was uploaded with a model that did not have read/write enabled. Contact the uploader of the asset and let them know they should upload the asset with read/write enabled for the mesh.

  • If you find some parts of the object are paintable but others aren't, then the collider(s) you are using may be blocking the paint from reaching the object. Adjust the colliders on the object to make sure the painting tool can apply the paint.

  • If the object is being painted but the paint is showing up in random spots, please double check the virtual object has satisfied the requirements

Sample screenshot of a cube setup to be paintable