OasisWManual 한국어
Section 6. Graphics Reference

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

FieldDefaultMeaning
TypeShape 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 ShadowsOnWhether this entity casts shadows
Shadow CascadesCascade 0 to Cascade 3Which distance levels of a Directional light this entity casts shadows in
Cast Lightmap ShadowsOnWhether to cast shadows when lighting is baked
Receive ShadowsOnWhether to receive shadows from other objects
StaticOffMarks the object as not moving. Used to make rendering lighter
LightmappedOffWhether to receive baked lighting (Bake lighting)
Custom AABBOffWhether to set the bounding box used for off-screen checks yourself
Batch GroupNoneA group that draws several objects together at once (created under BATCH GROUPS in SETTINGS)
LayersWorldLayers to draw on. Only layers in the camera's Layers are visible
MaterialsArray size 1, Material #0 EmptyMaterial 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.

FieldObserved valueMeaning
AssetRender asset TestCube (pencil, ✕)The mesh to draw. Uploading a .glb creates this render asset, named after the mesh
Root BoneSelect EntityFor a model with a skeleton, the top entity of the skeleton
MaterialsArray size 1, Material #0 OrangeThe material that came with the model is already filled in

Common tasks

  • Change the color: put a material in Material #0 under 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).

Next steps

Source graphics/render.html