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Actor Options

Settings that control how actor models are loaded and replaced.

Caching

Models are kept in an in-memory cache after first load so switching between actors is near-instant. Cache Size sets how many models are held at once — increase it if you switch frequently, lower it to reduce RAM use.

Texture Compression

Enabling Compress Textures converts textures to a GPU-compressed format on load. This reduces VRAM significantly for complex models but may introduce minor quality loss on some materials.

Transition

Controls transition effects when adding, removing or replacing actor models.

Auto Actor Change

When multiple models are in cache, the value of Auto Actor Change will automatically switch between them at runtime.

With the auto update enabled for this value you can achieve automatic actor switching from music progress or any other data source you choose.

Sub-Components

Transition Effect

Reusable transition effect applied when actors or other optional

meshes are added, removed, or replaced. The effect dissolves the

mesh along a moving edge with optional particles, color, and

glow — a single configuration drives both the shader-side burn

and the VFX spawn.

Edge Shape

Direction picks whether the edge sweeps Up or Down the

mesh. V Shape bends the edge from a flat horizontal line

(0) into an angled V — useful for less mechanical-looking

dissolves. Transition Mode selects the pattern that breaks

up the edge: Cells for a chunky cellular look, Mosaic for

square tiling, Noise for a soft organic dissolve. Scale

resizes that pattern (logarithmic) and Width widens the

band the dissolve spans, from a sharp line to a diffuse fade.

Color and Glow

Color is the burn color drawn at the leading edge of the

dissolve. Glow boosts that edge to an emissive intensity

so it reads as a hot burn rather than a tint. Blend

controls how much that burn color overrides the mesh’s own

color in the transition band — drop it to keep the original

material visible through the effect.

Duration and Particles

Transition Duration is an on/off float — toggle it on to

use a custom duration, off to fall back to the system default.

On Quest builds the transition is force-disabled regardless.

Particle Effect sets the spawn rate (logarithmic — 0

disables particles entirely) and Particle Duration sets

how long they live. If particle duration exceeds the

transition duration, the transition is stretched to match so

particles do not get cut off mid-air.

Configurations

SettingTypeRange / ValuesDefaultConditionDescription
Preset
Cache SizeInteger0 – 2010How many actor models to keep in cache
Retain OptionsToggleon / offoffAutomatically applies the settings from the outgoing actor to the incoming actor when replacing actors.
Compress TexturesToggleon / offoffCompress textures to reduce VRAM use
Transition Effect
SettingTypeRange / ValuesDefaultConditionDescription
Preset Default (Reset),
DirectionInteger0 – 10The direction of the animation.
V ShapeFloat0 – 51Controls the angle of the edge, 0 is flat.
Transition ModeInteger0 – 20
ScaleFloat-3 – 30Scale of the pattern.
WidthFloat0 – 10.1The size of the transition area.
Color
SettingTypeRange / ValuesDefaultConditionDescription
Preset White, Black, Red, Yellow, Gray, Blue, Skin, Flesh, Orange,
Color ModeInteger0 – 10
HueFloat0 – 10.1667
SatuationFloat0 – 11
BrightnessFloat0 – 10.9
RedFloat0 – 10.9
GreenFloat0 – 10.9
BlueFloat0 – 10
GlowFloat0 – 101Brightness of the burn effect.
BlendFloat0 – 11Blend between the original color and the burn color.
Transition DurationFloat0 – 52The duration of the animation.
Particle EffectFloat0 – 102Controls the amount of particles.
Particle DurationFloat0 – 52.5Controls the lifetime of the particles.
Auto Actor ChangeFloat0 – 10Automatically switch between actors in the cache based on the value