Render component
The RENDER component draws the entity on screen. It sets the shape (mesh) and the materials applied to it. It is attached to Box and Plane in a new scene, and to basic shapes created with HIERARCHY + → 3D.
Field names and defaults were read from Plane in a new scene in the oasisw.ai editor (version shown as OasisW 7e2aa65) on 2026-10-29.
Fields
| Field | Default | Meaning |
|---|---|---|
| Type | Shape name (Box, Plane, etc.) | The shape to draw: Box, Capsule, Sphere, Cylinder, Cone, Plane, and Asset. Choosing Asset uses the mesh of a model asset. See "When Type is Asset" below |
| Cast Shadows | On | Whether this entity casts shadows |
| Shadow Cascades | Cascade 0 to Cascade 3 | Which distance levels of a Directional light this entity casts shadows in |
| Cast Lightmap Shadows | On | Whether to cast shadows when lighting is baked |
| Receive Shadows | On | Whether to receive shadows from other objects |
| Static | Off | Marks the object as not moving. Used to make rendering lighter |
| Lightmapped | Off | Whether to receive baked lighting (Bake lighting) |
| Custom AABB | Off | Whether to set the bounding box used for off-screen checks yourself |
| Batch Group | None | A group that draws several objects together at once (created under BATCH GROUPS in SETTINGS) |
| Layers | World | Layers to draw on. Only layers in the camera's Layers are visible |
| Materials | Array size 1, Material #0 Empty | Material for each part of the mesh. If Empty, it is drawn in the default white |
When Type is Asset: When you place the template of an uploaded .glb in the viewport, its child entity gets RENDER with Type Asset (2026-10-30, testcube.glb, 1 run). Two more fields appear under Type; the other fields are the same as in the table above.
| Field | Observed value | Meaning |
|---|---|---|
| Asset | Render asset TestCube (pencil, ✕) | The mesh to draw. Uploading a .glb creates this render asset, named after the mesh |
| Root Bone | Select Entity | For a model with a skeleton, the top entity of the skeleton |
| Materials | Array size 1, Material #0 Orange | The material that came with the model is already filled in |
Common tasks
- Change the color: put a material in
Material #0under Materials (Change an entity's color). - Hide temporarily: turn off the ON switch in the component's title bar. In a script, hide it with
this.entity.render.enabled = false(we ran and checked this in Receive collision events). - Change the shape: change Type. The collision shape (COLLISION) doesn't change with it, so adjust it too (Rigid Body and Collision properties).
Asset Store models came in with a MODEL (LEGACY) component instead of RENDER. A .glb you upload comes in with RENDER (Type Asset) (Materials on imported models).