API Referenceglobal
public class Sandbox.SceneObject.SceneObjectFlagAccessor
Properties
Showing 13 properties
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.CastShadows { get; set; }
Whether this scene object should cast shadows.
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.ExcludeGameLayer { get; set; }
Don't render in the opaque/translucent game passes. This is useful when you want to only render in the Bloom layer, rather than additionally to it.
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.IncludeInCubemap { get; set; }
Draw this in cubemaps
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.IsDecal { get; set; }Obsolete
Obsolete: SceneObject.IsDecal is obsolete
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.IsOpaque { get; set; }
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.IsTranslucent { get; set; }
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.NeedsEnvironmentMap { get; set; }
True if this object needs cubemap information
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.NeedsLightProbe { get; set; }
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.OverlayLayer { get; set; }
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.SkyBoxLayer { get; set; }
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.ViewModelLayer { get; set; }
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.WantsFrameBufferCopy { get; set; }
Automatically sets the "FrameBufferCopyTexture" attribute within the material. This does the same thing as Render.CopyFrameBuffer(); except automatically if the pass allows for it.
public bool Sandbox.SceneObject.SceneObjectFlagAccessor.WantsPrePass { get; set; }
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Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.SceneObject.SceneObjectFlagAccessor |